mirror of
https://github.com/exogen/t2-mapper.git
synced 2026-07-13 15:34:58 +00:00
migrate to react-three-fiber
This commit is contained in:
parent
c20ca94953
commit
76e9f68e63
18 changed files with 1367 additions and 752 deletions
50
app/InspectorControls.tsx
Normal file
50
app/InspectorControls.tsx
Normal file
|
|
@ -0,0 +1,50 @@
|
|||
import { getResourceList } from "@/src/manifest";
|
||||
|
||||
const excludeMissions = new Set([
|
||||
"SkiFree",
|
||||
"SkiFree_Daily",
|
||||
"SkiFree_Randomizer",
|
||||
]);
|
||||
|
||||
const missions = getResourceList()
|
||||
.map((resourcePath) => resourcePath.match(/^missions\/(.+)\.mis$/))
|
||||
.filter(Boolean)
|
||||
.map((match) => match[1])
|
||||
.filter((name) => !excludeMissions.has(name));
|
||||
|
||||
export function InspectorControls({
|
||||
missionName,
|
||||
onChangeMission,
|
||||
fogEnabled,
|
||||
onChangeFogEnabled,
|
||||
}: {
|
||||
missionName: string;
|
||||
onChangeMission: (name: string) => void;
|
||||
fogEnabled: boolean;
|
||||
onChangeFogEnabled: (enabled: boolean) => void;
|
||||
}) {
|
||||
return (
|
||||
<div id="controls">
|
||||
<select
|
||||
id="missionList"
|
||||
value={missionName}
|
||||
onChange={(event) => onChangeMission(event.target.value)}
|
||||
>
|
||||
{missions.map((missionName) => (
|
||||
<option key={missionName}>{missionName}</option>
|
||||
))}
|
||||
</select>
|
||||
<div className="CheckboxField">
|
||||
<input
|
||||
id="fogInput"
|
||||
type="checkbox"
|
||||
checked={fogEnabled}
|
||||
onChange={(event) => {
|
||||
onChangeFogEnabled(event.target.checked);
|
||||
}}
|
||||
/>
|
||||
<label htmlFor="fogInput">Fog?</label>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
|
@ -0,0 +1,91 @@
|
|||
import { useGLTF, useTexture } from "@react-three/drei";
|
||||
import { BASE_URL, interiorTextureToUrl, interiorToUrl } from "@/src/loaders";
|
||||
import {
|
||||
ConsoleObject,
|
||||
getPosition,
|
||||
getProperty,
|
||||
getRotation,
|
||||
getScale,
|
||||
} from "@/src/mission";
|
||||
import { Suspense, useMemo } from "react";
|
||||
import { Material, Mesh } from "three";
|
||||
import { setupColor } from "@/src/textureUtils";
|
||||
|
||||
const FALLBACK_URL = `${BASE_URL}/black.png`;
|
||||
|
||||
function useInterior(interiorFile: string) {
|
||||
const url = interiorToUrl(interiorFile);
|
||||
return useGLTF(url);
|
||||
}
|
||||
|
||||
function InteriorTexture({ material }: { material: Material }) {
|
||||
let url = FALLBACK_URL;
|
||||
try {
|
||||
url = interiorTextureToUrl(material.name);
|
||||
} catch (err) {
|
||||
console.error(err);
|
||||
}
|
||||
|
||||
const texture = useTexture(url, (texture) => setupColor(texture));
|
||||
|
||||
return <meshStandardMaterial map={texture} />;
|
||||
}
|
||||
|
||||
function InteriorMesh({ node }: { node: Mesh }) {
|
||||
return (
|
||||
<mesh geometry={node.geometry} castShadow receiveShadow>
|
||||
{node.material ? (
|
||||
<Suspense
|
||||
fallback={
|
||||
// Allow the mesh to render while the texture is still loading;
|
||||
// show a wireframe placeholder.
|
||||
<meshStandardMaterial color="yellow" wireframe />
|
||||
}
|
||||
>
|
||||
<InteriorTexture material={node.material} />
|
||||
</Suspense>
|
||||
) : null}
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
|
||||
export function InteriorModel({ interiorFile }: { interiorFile: string }) {
|
||||
const { nodes } = useInterior(interiorFile);
|
||||
|
||||
return (
|
||||
<>
|
||||
{Object.entries(nodes)
|
||||
// .filter(
|
||||
// ([name, node]: [string, any]) => true
|
||||
// // !node.material || !node.material.name.match(/\.\d+$/)
|
||||
// )
|
||||
.map(([name, node]: [string, any]) => (
|
||||
<InteriorMesh key={name} node={node} />
|
||||
))}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
function InteriorPlaceholder() {
|
||||
return (
|
||||
<mesh>
|
||||
<boxGeometry args={[10, 10, 10]} />
|
||||
<meshStandardMaterial color="orange" wireframe />
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
|
||||
export function InteriorInstance({ object }: { object: ConsoleObject }) {
|
||||
const interiorFile = getProperty(object, "interiorFile").value;
|
||||
const [z, y, x] = useMemo(() => getPosition(object), [object]);
|
||||
const [scaleX, scaleY, scaleZ] = useMemo(() => getScale(object), [object]);
|
||||
const q = useMemo(() => getRotation(object, true), [object]);
|
||||
|
||||
return (
|
||||
<group quaternion={q} position={[x, y, z]} scale={[scaleX, scaleY, scaleZ]}>
|
||||
<Suspense fallback={<InteriorPlaceholder />}>
|
||||
<InteriorModel interiorFile={interiorFile} />
|
||||
</Suspense>
|
||||
</group>
|
||||
);
|
||||
}
|
||||
31
app/Mission.tsx
Normal file
31
app/Mission.tsx
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
import { loadMission } from "@/src/loaders";
|
||||
import { useQuery } from "@tanstack/react-query";
|
||||
import { renderObject } from "./renderObject";
|
||||
|
||||
function useMission(name: string) {
|
||||
return useQuery({
|
||||
queryKey: ["mission", name],
|
||||
queryFn: () => loadMission(name),
|
||||
});
|
||||
}
|
||||
|
||||
const DEFAULT_LIGHT_ARGS = [
|
||||
"rgba(209, 237, 255, 1)",
|
||||
"rgba(186, 200, 181, 1)",
|
||||
2,
|
||||
] as const;
|
||||
|
||||
export function Mission({ name }: { name: string }) {
|
||||
const { data: mission } = useMission(name);
|
||||
|
||||
if (!mission) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<hemisphereLight args={DEFAULT_LIGHT_ARGS} />
|
||||
{mission.objects.map((object, i) => renderObject(object, i))}
|
||||
</>
|
||||
);
|
||||
}
|
||||
95
app/ObserverControls.tsx
Normal file
95
app/ObserverControls.tsx
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
import {
|
||||
KeyboardControls,
|
||||
KeyboardControlsEntry,
|
||||
Point,
|
||||
PointerLockControls,
|
||||
} from "@react-three/drei";
|
||||
|
||||
import { useRef } from "react";
|
||||
import { useFrame, useThree } from "@react-three/fiber";
|
||||
import { useKeyboardControls } from "@react-three/drei";
|
||||
import * as THREE from "three";
|
||||
|
||||
enum Controls {
|
||||
forward = "forward",
|
||||
backward = "backward",
|
||||
left = "left",
|
||||
right = "right",
|
||||
up = "up",
|
||||
down = "down",
|
||||
}
|
||||
|
||||
const BASE_SPEED = 100; // units per second
|
||||
|
||||
function CameraMovement() {
|
||||
const [subscribe, getKeys] = useKeyboardControls<Controls>();
|
||||
const { camera } = useThree();
|
||||
|
||||
// Scratch vectors to avoid allocations each frame
|
||||
const forwardVec = useRef(new THREE.Vector3());
|
||||
const sideVec = useRef(new THREE.Vector3());
|
||||
const moveVec = useRef(new THREE.Vector3());
|
||||
|
||||
useFrame((_, delta) => {
|
||||
const { forward, backward, left, right, up, down } = getKeys();
|
||||
|
||||
if (!forward && !backward && !left && !right && !up && !down) {
|
||||
return;
|
||||
}
|
||||
|
||||
const speed = BASE_SPEED;
|
||||
|
||||
// Forward/backward: take complete camera angle into account (including Y)
|
||||
camera.getWorldDirection(forwardVec.current);
|
||||
forwardVec.current.normalize();
|
||||
|
||||
// Left/right: move along XZ plane
|
||||
sideVec.current.crossVectors(camera.up, forwardVec.current).normalize();
|
||||
|
||||
moveVec.current.set(0, 0, 0);
|
||||
|
||||
if (forward) {
|
||||
moveVec.current.add(forwardVec.current);
|
||||
}
|
||||
if (backward) {
|
||||
moveVec.current.sub(forwardVec.current);
|
||||
}
|
||||
if (left) {
|
||||
moveVec.current.add(sideVec.current);
|
||||
}
|
||||
if (right) {
|
||||
moveVec.current.sub(sideVec.current);
|
||||
}
|
||||
if (up) {
|
||||
moveVec.current.y += 1;
|
||||
}
|
||||
if (down) {
|
||||
moveVec.current.y -= 1;
|
||||
}
|
||||
|
||||
if (moveVec.current.lengthSq() > 0) {
|
||||
moveVec.current.normalize().multiplyScalar(speed * delta);
|
||||
camera.position.add(moveVec.current);
|
||||
}
|
||||
});
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
const KEYBOARD_CONTROLS = [
|
||||
{ name: Controls.forward, keys: ["KeyW"] },
|
||||
{ name: Controls.backward, keys: ["KeyS"] },
|
||||
{ name: Controls.left, keys: ["KeyA"] },
|
||||
{ name: Controls.right, keys: ["KeyD"] },
|
||||
{ name: Controls.up, keys: ["Space"] },
|
||||
{ name: Controls.down, keys: ["ShiftLeft", "ShiftRight"] },
|
||||
];
|
||||
|
||||
export function ObserverControls() {
|
||||
return (
|
||||
<KeyboardControls map={KEYBOARD_CONTROLS}>
|
||||
<CameraMovement />
|
||||
<PointerLockControls makeDefault />
|
||||
</KeyboardControls>
|
||||
);
|
||||
}
|
||||
23
app/SettingsProvider.tsx
Normal file
23
app/SettingsProvider.tsx
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
import React, { useContext, useMemo } from "react";
|
||||
|
||||
const SettingsContext = React.createContext(null);
|
||||
|
||||
export function useSettings() {
|
||||
return useContext(SettingsContext);
|
||||
}
|
||||
|
||||
export function SettingsProvider({
|
||||
children,
|
||||
fogEnabled,
|
||||
}: {
|
||||
children: React.ReactNode;
|
||||
fogEnabled: boolean;
|
||||
}) {
|
||||
const value = useMemo(() => ({ fogEnabled }), [fogEnabled]);
|
||||
|
||||
return (
|
||||
<SettingsContext.Provider value={value}>
|
||||
{children}
|
||||
</SettingsContext.Provider>
|
||||
);
|
||||
}
|
||||
6
app/SimGroup.tsx
Normal file
6
app/SimGroup.tsx
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
import { ConsoleObject } from "@/src/mission";
|
||||
import { renderObject } from "./renderObject";
|
||||
|
||||
export function SimGroup({ object }: { object: ConsoleObject }) {
|
||||
return object.children.map((child, i) => renderObject(child, i));
|
||||
}
|
||||
94
app/Sky.tsx
94
app/Sky.tsx
|
|
@ -0,0 +1,94 @@
|
|||
import { ConsoleObject, getProperty } from "@/src/mission";
|
||||
import { useSettings } from "./SettingsProvider";
|
||||
import { Suspense, useMemo } from "react";
|
||||
import { BASE_URL, getUrlForPath, loadDetailMapList } from "@/src/loaders";
|
||||
import { useQuery } from "@tanstack/react-query";
|
||||
import { useCubeTexture } from "@react-three/drei";
|
||||
import { Color } from "three";
|
||||
|
||||
const FALLBACK_URL = `${BASE_URL}/black.png`;
|
||||
|
||||
function useDetailMapList(name: string) {
|
||||
return useQuery({
|
||||
queryKey: ["detailMapList", name],
|
||||
queryFn: () => loadDetailMapList(name),
|
||||
});
|
||||
}
|
||||
|
||||
export function SkyBox({ materialList }: { materialList: string }) {
|
||||
const { data: detailMapList } = useDetailMapList(materialList);
|
||||
|
||||
const skyBoxFiles = useMemo(
|
||||
() =>
|
||||
detailMapList
|
||||
? [
|
||||
getUrlForPath(detailMapList[1], FALLBACK_URL), // +x
|
||||
getUrlForPath(detailMapList[3], FALLBACK_URL), // -x
|
||||
getUrlForPath(detailMapList[4], FALLBACK_URL), // +y
|
||||
getUrlForPath(detailMapList[5], FALLBACK_URL), // -y
|
||||
getUrlForPath(detailMapList[0], FALLBACK_URL), // +z
|
||||
getUrlForPath(detailMapList[2], FALLBACK_URL), // -z
|
||||
]
|
||||
: [
|
||||
FALLBACK_URL,
|
||||
FALLBACK_URL,
|
||||
FALLBACK_URL,
|
||||
FALLBACK_URL,
|
||||
FALLBACK_URL,
|
||||
FALLBACK_URL,
|
||||
],
|
||||
[detailMapList]
|
||||
);
|
||||
|
||||
const skyBox = useCubeTexture(skyBoxFiles, { path: "" });
|
||||
|
||||
return <primitive attach="background" object={skyBox} />;
|
||||
}
|
||||
|
||||
export function Sky({ object }: { object: ConsoleObject }) {
|
||||
const { fogEnabled } = useSettings();
|
||||
|
||||
// Skybox textures.
|
||||
const materialList = getProperty(object, "materialList")?.value;
|
||||
|
||||
// Fog parameters.
|
||||
// TODO: There can be multiple fog volumes/layers. Render simple fog for now.
|
||||
const fogDistance = useMemo(() => {
|
||||
const distainceString = getProperty(object, "fogDistance")?.value;
|
||||
if (distainceString) {
|
||||
return parseFloat(distainceString);
|
||||
}
|
||||
}, [object]);
|
||||
|
||||
const fogColor = useMemo(() => {
|
||||
const colorString = getProperty(object, "fogColor")?.value;
|
||||
if (colorString) {
|
||||
// `colorString` might specify an alpha value, but three.js doesn't
|
||||
// support opacity on fog or scene backgrounds, so ignore it.
|
||||
const [r, g, b] = colorString.split(" ").map((s) => parseFloat(s));
|
||||
return new Color().setRGB(r, g, b);
|
||||
}
|
||||
}, [object]);
|
||||
|
||||
const backgroundColor = fogColor ? (
|
||||
<color attach="background" args={[fogColor]} />
|
||||
) : null;
|
||||
|
||||
return (
|
||||
<>
|
||||
{materialList ? (
|
||||
// If there's a skybox, its textures will need to load. Render just the
|
||||
// fog color as the background in the meantime.
|
||||
<Suspense fallback={backgroundColor}>
|
||||
<SkyBox materialList={materialList} />
|
||||
</Suspense>
|
||||
) : (
|
||||
// If there's no skybox, just render the fog color as the background.
|
||||
backgroundColor
|
||||
)}
|
||||
{fogEnabled && fogDistance && fogColor ? (
|
||||
<fog attach="fog" color={fogColor} near={0} far={fogDistance * 2} />
|
||||
) : null}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
|
@ -0,0 +1,220 @@
|
|||
import { uint16ToFloat32 } from "@/src/arrayUtils";
|
||||
import { loadTerrain, terrainTextureToUrl } from "@/src/loaders";
|
||||
import {
|
||||
ConsoleObject,
|
||||
getPosition,
|
||||
getProperty,
|
||||
getRotation,
|
||||
getScale,
|
||||
} from "@/src/mission";
|
||||
import { useQuery } from "@tanstack/react-query";
|
||||
import { Suspense, useCallback, useMemo } from "react";
|
||||
import { useTexture } from "@react-three/drei";
|
||||
import {
|
||||
DataTexture,
|
||||
RedFormat,
|
||||
FloatType,
|
||||
NoColorSpace,
|
||||
NearestFilter,
|
||||
ClampToEdgeWrapping,
|
||||
UnsignedByteType,
|
||||
PlaneGeometry,
|
||||
} from "three";
|
||||
import {
|
||||
setupColor,
|
||||
setupMask,
|
||||
updateTerrainTextureShader,
|
||||
} from "@/src/textureUtils";
|
||||
|
||||
function useTerrain(terrainFile: string) {
|
||||
return useQuery({
|
||||
queryKey: ["terrain", terrainFile],
|
||||
queryFn: () => loadTerrain(terrainFile),
|
||||
});
|
||||
}
|
||||
|
||||
function BlendedTerrainTextures({
|
||||
displacementMap,
|
||||
visibilityMask,
|
||||
textureNames,
|
||||
alphaMaps,
|
||||
}: {
|
||||
displacementMap: DataTexture;
|
||||
visibilityMask: DataTexture;
|
||||
textureNames: string[];
|
||||
alphaMaps: Uint8Array[];
|
||||
}) {
|
||||
const baseTextures = useTexture(
|
||||
textureNames.map((name) => terrainTextureToUrl(name)),
|
||||
(textures) => {
|
||||
textures.forEach((tex) => setupColor(tex));
|
||||
}
|
||||
);
|
||||
|
||||
const alphaTextures = useMemo(
|
||||
() => alphaMaps.map((data) => setupMask(data)),
|
||||
[alphaMaps]
|
||||
);
|
||||
|
||||
const onBeforeCompile = useCallback(
|
||||
(shader) => {
|
||||
updateTerrainTextureShader({
|
||||
shader,
|
||||
baseTextures,
|
||||
alphaTextures,
|
||||
visibilityMask,
|
||||
});
|
||||
},
|
||||
[baseTextures, alphaTextures, visibilityMask]
|
||||
);
|
||||
|
||||
return (
|
||||
<meshStandardMaterial
|
||||
displacementMap={displacementMap}
|
||||
map={displacementMap}
|
||||
displacementScale={2048}
|
||||
depthWrite
|
||||
onBeforeCompile={onBeforeCompile}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
function TerrainMaterial({
|
||||
heightMap,
|
||||
textureNames,
|
||||
alphaMaps,
|
||||
emptySquares,
|
||||
}: {
|
||||
heightMap: Uint16Array;
|
||||
emptySquares: number[];
|
||||
textureNames: string[];
|
||||
alphaMaps: Uint8Array[];
|
||||
}) {
|
||||
const displacementMap = useMemo(() => {
|
||||
const f32HeightMap = uint16ToFloat32(heightMap);
|
||||
const displacementMap = new DataTexture(
|
||||
f32HeightMap,
|
||||
256,
|
||||
256,
|
||||
RedFormat,
|
||||
FloatType
|
||||
);
|
||||
displacementMap.colorSpace = NoColorSpace;
|
||||
displacementMap.generateMipmaps = false;
|
||||
displacementMap.needsUpdate = true;
|
||||
return displacementMap;
|
||||
}, [heightMap]);
|
||||
|
||||
const visibilityMask: DataTexture | null = useMemo(() => {
|
||||
if (!emptySquares.length) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const terrainSize = 256;
|
||||
|
||||
// Create a mask texture (1 = visible, 0 = invisible)
|
||||
const maskData = new Uint8Array(terrainSize * terrainSize);
|
||||
maskData.fill(255); // Start with everything visible
|
||||
|
||||
for (const squareId of emptySquares) {
|
||||
// The squareId encodes position and count:
|
||||
// Bits 0-7: X position (starting position)
|
||||
// Bits 8-15: Y position
|
||||
// Bits 16+: Count (number of consecutive horizontal squares)
|
||||
const x = squareId & 0xff;
|
||||
const y = (squareId >> 8) & 0xff;
|
||||
const count = squareId >> 16;
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const px = x + i;
|
||||
const py = y;
|
||||
const index = py * terrainSize + px;
|
||||
if (index >= 0 && index < maskData.length) {
|
||||
maskData[index] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const visibilityMask = new DataTexture(
|
||||
maskData,
|
||||
terrainSize,
|
||||
terrainSize,
|
||||
RedFormat,
|
||||
UnsignedByteType
|
||||
);
|
||||
visibilityMask.colorSpace = NoColorSpace;
|
||||
visibilityMask.wrapS = visibilityMask.wrapT = ClampToEdgeWrapping;
|
||||
visibilityMask.magFilter = NearestFilter;
|
||||
visibilityMask.minFilter = NearestFilter;
|
||||
visibilityMask.needsUpdate = true;
|
||||
|
||||
return visibilityMask;
|
||||
}, [emptySquares]);
|
||||
|
||||
return (
|
||||
<Suspense
|
||||
fallback={
|
||||
// Render a wireframe while the terrain textures load.
|
||||
<meshStandardMaterial
|
||||
color="rgb(0, 109, 56)"
|
||||
displacementMap={displacementMap}
|
||||
displacementScale={2048}
|
||||
wireframe
|
||||
/>
|
||||
}
|
||||
>
|
||||
<BlendedTerrainTextures
|
||||
displacementMap={displacementMap}
|
||||
visibilityMask={visibilityMask}
|
||||
textureNames={textureNames}
|
||||
alphaMaps={alphaMaps}
|
||||
/>
|
||||
</Suspense>
|
||||
);
|
||||
}
|
||||
|
||||
export function TerrainBlock({ object }: { object: ConsoleObject }) {
|
||||
const terrainFile: string = getProperty(object, "terrainFile").value;
|
||||
|
||||
const emptySquares: number[] = useMemo(() => {
|
||||
const emptySquaresString: string | undefined = getProperty(
|
||||
object,
|
||||
"emptySquares"
|
||||
)?.value;
|
||||
|
||||
return emptySquaresString
|
||||
? emptySquaresString.split(" ").map((s) => parseInt(s, 10))
|
||||
: [];
|
||||
}, [object]);
|
||||
|
||||
const position = useMemo(() => getPosition(object), [object]);
|
||||
const scale = useMemo(() => getScale(object), [object]);
|
||||
const q = useMemo(() => getRotation(object), [object]);
|
||||
|
||||
const planeGeometry = useMemo(() => {
|
||||
const geometry = new PlaneGeometry(2048, 2048, 256, 256);
|
||||
geometry.rotateX(-Math.PI / 2);
|
||||
geometry.rotateY(-Math.PI / 2);
|
||||
return geometry;
|
||||
}, []);
|
||||
|
||||
const { data: terrain } = useTerrain(terrainFile);
|
||||
|
||||
return (
|
||||
<mesh
|
||||
quaternion={q}
|
||||
position={position}
|
||||
scale={scale}
|
||||
geometry={planeGeometry}
|
||||
>
|
||||
{terrain ? (
|
||||
<TerrainMaterial
|
||||
heightMap={terrain.heightMap}
|
||||
emptySquares={emptySquares}
|
||||
textureNames={terrain.textureNames}
|
||||
alphaMaps={terrain.alphaMaps}
|
||||
/>
|
||||
) : null}
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
|
|
@ -0,0 +1,10 @@
|
|||
import { ConsoleObject } from "@/src/mission";
|
||||
|
||||
export function WaterBlock({ object }: { object: ConsoleObject }) {
|
||||
return (
|
||||
<mesh>
|
||||
<boxGeometry />
|
||||
<meshStandardMaterial color="blue" transparent opacity={0.5} />
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
760
app/page.tsx
760
app/page.tsx
|
|
@ -1,738 +1,42 @@
|
|||
"use client";
|
||||
import { useEffect, useRef, useState } from "react";
|
||||
import * as THREE from "three";
|
||||
import {
|
||||
getActualResourcePath,
|
||||
getResourceList,
|
||||
getSource,
|
||||
} from "@/src/manifest";
|
||||
import { parseTerrainBuffer } from "@/src/terrain";
|
||||
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader";
|
||||
import { getTerrainFile, iterObjects, parseMissionScript } from "@/src/mission";
|
||||
import { useState } from "react";
|
||||
import { Canvas } from "@react-three/fiber";
|
||||
import { Mission } from "./Mission";
|
||||
import { QueryClient, QueryClientProvider } from "@tanstack/react-query";
|
||||
import { ObserverControls } from "./ObserverControls";
|
||||
import { InspectorControls } from "./InspectorControls";
|
||||
import { SettingsProvider } from "./SettingsProvider";
|
||||
import { PerspectiveCamera } from "@react-three/drei";
|
||||
|
||||
const BASE_URL = "/t2-mapper";
|
||||
const RESOURCE_ROOT_URL = `${BASE_URL}/base/`;
|
||||
|
||||
function getUrlForPath(resourcePath: string, fallbackUrl?: string) {
|
||||
resourcePath = getActualResourcePath(resourcePath);
|
||||
let sourcePath: string;
|
||||
try {
|
||||
sourcePath = getSource(resourcePath);
|
||||
} catch (err) {
|
||||
if (fallbackUrl) {
|
||||
return fallbackUrl;
|
||||
} else {
|
||||
throw err;
|
||||
}
|
||||
}
|
||||
if (!sourcePath) {
|
||||
return `${RESOURCE_ROOT_URL}${resourcePath}`;
|
||||
} else {
|
||||
return `${RESOURCE_ROOT_URL}@vl2/${sourcePath}/${resourcePath}`;
|
||||
}
|
||||
}
|
||||
|
||||
function interiorToUrl(name: string) {
|
||||
const difUrl = getUrlForPath(`interiors/${name}`);
|
||||
return difUrl.replace(/\.dif$/i, ".gltf");
|
||||
}
|
||||
|
||||
function terrainTextureToUrl(name: string) {
|
||||
name = name.replace(/^terrain\./, "");
|
||||
return getUrlForPath(`textures/terrain/${name}.png`, `${BASE_URL}/black.png`);
|
||||
}
|
||||
|
||||
function interiorTextureToUrl(name: string) {
|
||||
name = name.replace(/\.\d+$/, "");
|
||||
return getUrlForPath(`textures/${name}.png`);
|
||||
}
|
||||
|
||||
function textureToUrl(name: string) {
|
||||
try {
|
||||
return getUrlForPath(`textures/${name}.png`);
|
||||
} catch (err) {
|
||||
return `${BASE_URL}/black.png`;
|
||||
}
|
||||
}
|
||||
|
||||
async function loadDetailMapList(name: string) {
|
||||
const url = getUrlForPath(`textures/${name}`);
|
||||
const res = await fetch(url);
|
||||
const text = await res.text();
|
||||
return text
|
||||
.split(/(?:\r\n|\n|\r)/)
|
||||
.map((line) => `textures/${line.trim().replace(/\.png$/i, "")}.png`);
|
||||
}
|
||||
|
||||
function uint16ToFloat32(src: Uint16Array) {
|
||||
const out = new Float32Array(src.length);
|
||||
for (let i = 0; i < src.length; i++) {
|
||||
out[i] = src[i] / 65535;
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
async function loadMission(name: string) {
|
||||
const res = await fetch(getUrlForPath(`missions/${name}.mis`));
|
||||
const missionScript = await res.text();
|
||||
return parseMissionScript(missionScript);
|
||||
}
|
||||
|
||||
async function loadTerrain(fileName: string) {
|
||||
const res = await fetch(getUrlForPath(`terrains/${fileName}`));
|
||||
const terrainBuffer = await res.arrayBuffer();
|
||||
return parseTerrainBuffer(terrainBuffer);
|
||||
}
|
||||
|
||||
function resizeRendererToDisplaySize(renderer) {
|
||||
const canvas = renderer.domElement;
|
||||
const width = canvas.clientWidth;
|
||||
const height = canvas.clientHeight;
|
||||
const needResize = canvas.width !== width || canvas.height !== height;
|
||||
if (needResize) {
|
||||
renderer.setSize(width, height, false);
|
||||
}
|
||||
return needResize;
|
||||
}
|
||||
|
||||
const excludeMissions = new Set([
|
||||
"SkiFree",
|
||||
"SkiFree_Daily",
|
||||
"SkiFree_Randomizer",
|
||||
]);
|
||||
|
||||
const missions = getResourceList()
|
||||
.map((resourcePath) => resourcePath.match(/^missions\/(.+)\.mis$/))
|
||||
.filter(Boolean)
|
||||
.map((match) => match[1])
|
||||
.filter((name) => !excludeMissions.has(name));
|
||||
// three.js has its own loaders for textures and models, but we need to load other
|
||||
// stuff too, e.g. missions, terrains, and more. This client is used for those.
|
||||
const queryClient = new QueryClient();
|
||||
|
||||
export default function HomePage() {
|
||||
const canvasRef = useRef<HTMLCanvasElement>(null);
|
||||
const [missionName, setMissionName] = useState("TWL2_WoodyMyrk");
|
||||
const [fogEnabled, setFogEnabled] = useState(true);
|
||||
const threeContext = useRef<Record<string, any>>({});
|
||||
|
||||
useEffect(() => {
|
||||
const canvas = canvasRef.current;
|
||||
const renderer = new THREE.WebGLRenderer({
|
||||
canvas,
|
||||
antialias: true,
|
||||
});
|
||||
|
||||
const textureLoader = new THREE.TextureLoader();
|
||||
const gltfLoader = new GLTFLoader();
|
||||
|
||||
const scene = new THREE.Scene();
|
||||
const camera = new THREE.PerspectiveCamera(
|
||||
75,
|
||||
canvas.clientWidth / canvas.clientHeight,
|
||||
0.1,
|
||||
2000
|
||||
);
|
||||
|
||||
function setupColor(tex, repeat = [1, 1]) {
|
||||
tex.wrapS = tex.wrapT = THREE.RepeatWrapping; // Still need this for tiling to work
|
||||
tex.colorSpace = THREE.SRGBColorSpace;
|
||||
tex.repeat.set(...repeat);
|
||||
tex.anisotropy = renderer.capabilities.getMaxAnisotropy?.() ?? 16;
|
||||
tex.generateMipmaps = true;
|
||||
tex.minFilter = THREE.LinearMipmapLinearFilter;
|
||||
tex.magFilter = THREE.LinearFilter;
|
||||
return tex;
|
||||
}
|
||||
|
||||
function setupMask(data) {
|
||||
const tex = new THREE.DataTexture(
|
||||
data,
|
||||
256,
|
||||
256,
|
||||
THREE.RedFormat, // 1 channel
|
||||
THREE.UnsignedByteType // 8-bit
|
||||
);
|
||||
|
||||
// Masks should stay linear
|
||||
tex.colorSpace = THREE.NoColorSpace;
|
||||
|
||||
// Set tiling / sampling. For NPOT sizes, disable mips or use power-of-two.
|
||||
tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
|
||||
tex.generateMipmaps = false; // if width/height are not powers of two
|
||||
tex.minFilter = THREE.LinearFilter; // avoid mips if generateMipmaps=false
|
||||
tex.magFilter = THREE.LinearFilter;
|
||||
|
||||
tex.needsUpdate = true;
|
||||
|
||||
return tex;
|
||||
}
|
||||
|
||||
const skyColor = "rgba(209, 237, 255, 1)";
|
||||
const groundColor = "rgba(186, 200, 181, 1)";
|
||||
const intensity = 2;
|
||||
const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
|
||||
scene.add(light);
|
||||
|
||||
// Free-look camera setup
|
||||
camera.position.set(0, 100, 512);
|
||||
|
||||
const keys = {
|
||||
w: false, a: false, s: false, d: false,
|
||||
shift: false, space: false
|
||||
};
|
||||
|
||||
const onKeyDown = (e) => {
|
||||
if (e.code === "KeyW") keys.w = true;
|
||||
if (e.code === "KeyA") keys.a = true;
|
||||
if (e.code === "KeyS") keys.s = true;
|
||||
if (e.code === "KeyD") keys.d = true;
|
||||
if (e.code === "ShiftLeft" || e.code === "ShiftRight") keys.shift = true;
|
||||
if (e.code === "Space") keys.space = true;
|
||||
};
|
||||
|
||||
const onKeyUp = (e) => {
|
||||
if (e.code === "KeyW") keys.w = false;
|
||||
if (e.code === "KeyA") keys.a = false;
|
||||
if (e.code === "KeyS") keys.s = false;
|
||||
if (e.code === "KeyD") keys.d = false;
|
||||
if (e.code === "ShiftLeft" || e.code === "ShiftRight") keys.shift = false;
|
||||
if (e.code === "Space") keys.space = false;
|
||||
};
|
||||
|
||||
document.addEventListener("keydown", onKeyDown);
|
||||
document.addEventListener("keyup", onKeyUp);
|
||||
|
||||
// Mouse look controls
|
||||
let isPointerLocked = false;
|
||||
const euler = new THREE.Euler(0, 0, 0, 'YXZ');
|
||||
const PI_2 = Math.PI / 2;
|
||||
|
||||
const onMouseMove = (e) => {
|
||||
if (!isPointerLocked) return;
|
||||
|
||||
const movementX = e.movementX || 0;
|
||||
const movementY = e.movementY || 0;
|
||||
|
||||
euler.setFromQuaternion(camera.quaternion);
|
||||
euler.y -= movementX * 0.002;
|
||||
euler.x -= movementY * 0.002;
|
||||
euler.x = Math.max(-PI_2, Math.min(PI_2, euler.x));
|
||||
camera.quaternion.setFromEuler(euler);
|
||||
};
|
||||
|
||||
const onPointerLockChange = () => {
|
||||
isPointerLocked = document.pointerLockElement === canvas;
|
||||
};
|
||||
|
||||
const onCanvasClick = () => {
|
||||
if (!isPointerLocked) {
|
||||
canvas.requestPointerLock();
|
||||
}
|
||||
};
|
||||
|
||||
canvas.addEventListener('click', onCanvasClick);
|
||||
document.addEventListener('pointerlockchange', onPointerLockChange);
|
||||
document.addEventListener('mousemove', onMouseMove);
|
||||
|
||||
let moveSpeed = 2;
|
||||
|
||||
const onWheel = (e: WheelEvent) => {
|
||||
e.preventDefault();
|
||||
|
||||
// Adjust speed based on wheel direction
|
||||
const delta = e.deltaY > 0 ? .75 : 1.25;
|
||||
moveSpeed = Math.max(0.025, Math.min(4, moveSpeed * delta));
|
||||
|
||||
// Log the new speed for user feedback
|
||||
console.log(`Movement speed: ${moveSpeed.toFixed(3)}`);
|
||||
};
|
||||
|
||||
canvas.addEventListener('wheel', onWheel, { passive: false });
|
||||
|
||||
const animate = (t) => {
|
||||
// Free-look movement
|
||||
const forward = new THREE.Vector3();
|
||||
camera.getWorldDirection(forward);
|
||||
|
||||
const right = new THREE.Vector3();
|
||||
right.crossVectors(forward, camera.up).normalize();
|
||||
|
||||
let move = new THREE.Vector3();
|
||||
if (keys.w) move.add(forward);
|
||||
if (keys.s) move.sub(forward);
|
||||
if (keys.a) move.sub(right);
|
||||
if (keys.d) move.add(right);
|
||||
if (keys.space) move.add(camera.up);
|
||||
if (keys.shift) move.sub(camera.up);
|
||||
|
||||
if (move.lengthSq() > 0) {
|
||||
move.normalize().multiplyScalar(moveSpeed);
|
||||
camera.position.add(move);
|
||||
}
|
||||
|
||||
if (resizeRendererToDisplaySize(renderer)) {
|
||||
const canvas = renderer.domElement;
|
||||
camera.aspect = canvas.clientWidth / canvas.clientHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
}
|
||||
|
||||
renderer.render(scene, camera);
|
||||
};
|
||||
renderer.setAnimationLoop(animate);
|
||||
|
||||
threeContext.current = {
|
||||
scene,
|
||||
renderer,
|
||||
camera,
|
||||
setupColor,
|
||||
setupMask,
|
||||
textureLoader,
|
||||
gltfLoader,
|
||||
};
|
||||
|
||||
return () => {
|
||||
document.removeEventListener("keydown", onKeyDown);
|
||||
document.removeEventListener("keyup", onKeyUp);
|
||||
document.removeEventListener('pointerlockchange', onPointerLockChange);
|
||||
document.removeEventListener('mousemove', onMouseMove);
|
||||
canvas.removeEventListener('click', onCanvasClick);
|
||||
canvas.removeEventListener('wheel', onWheel);
|
||||
renderer.setAnimationLoop(null);
|
||||
renderer.dispose();
|
||||
};
|
||||
}, []);
|
||||
|
||||
useEffect(() => {
|
||||
const {
|
||||
scene,
|
||||
camera,
|
||||
setupColor,
|
||||
setupMask,
|
||||
textureLoader,
|
||||
gltfLoader,
|
||||
} = threeContext.current;
|
||||
|
||||
let cancel = false;
|
||||
let root: THREE.Group;
|
||||
|
||||
async function loadMap() {
|
||||
const mission = await loadMission(missionName);
|
||||
const terrainFile = getTerrainFile(mission);
|
||||
const terrain = await loadTerrain(terrainFile);
|
||||
|
||||
const layerCount = terrain.textureNames.length;
|
||||
|
||||
const baseTextures = terrain.textureNames.map((name) => {
|
||||
return setupColor(textureLoader.load(terrainTextureToUrl(name)));
|
||||
});
|
||||
|
||||
const alphaTextures = terrain.alphaMaps.map((data) => setupMask(data));
|
||||
|
||||
const planeSize = 2048;
|
||||
const geom = new THREE.PlaneGeometry(planeSize, planeSize, 256, 256);
|
||||
geom.rotateX(-Math.PI / 2);
|
||||
geom.rotateY(-Math.PI / 2);
|
||||
|
||||
// Find TerrainBlock properties for empty squares
|
||||
let emptySquares: number[] | null = null;
|
||||
for (const obj of iterObjects(mission.objects)) {
|
||||
if (obj.className === "TerrainBlock") {
|
||||
const emptySquaresStr = obj.properties.find((p: any) => p.target.name === "emptySquares")?.value;
|
||||
if (emptySquaresStr) {
|
||||
emptySquares = emptySquaresStr.split(" ").map((s: string) => parseInt(s))
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const f32HeightMap = uint16ToFloat32(terrain.heightMap);
|
||||
|
||||
// Create a visibility mask for empty squares
|
||||
let visibilityMask: THREE.DataTexture | null = null;
|
||||
if (emptySquares) {
|
||||
const terrainSize = 256;
|
||||
|
||||
// Create a mask texture (1 = visible, 0 = invisible)
|
||||
const maskData = new Uint8Array(terrainSize * terrainSize);
|
||||
maskData.fill(255); // Start with everything visible
|
||||
|
||||
for (const squareId of emptySquares) {
|
||||
// The squareId encodes position and count:
|
||||
// Bits 0-7: X position (starting position)
|
||||
// Bits 8-15: Y position
|
||||
// Bits 16+: Count (number of consecutive horizontal squares)
|
||||
const x = (squareId & 0xFF);
|
||||
const y = (squareId >> 8) & 0xFF;
|
||||
const count = (squareId >> 16);
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const px = x + i;
|
||||
const py = y;
|
||||
const index = py * terrainSize + px;
|
||||
if (index >= 0 && index < maskData.length) {
|
||||
maskData[index] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
visibilityMask = new THREE.DataTexture(
|
||||
maskData,
|
||||
terrainSize,
|
||||
terrainSize,
|
||||
THREE.RedFormat,
|
||||
THREE.UnsignedByteType
|
||||
);
|
||||
visibilityMask.colorSpace = THREE.NoColorSpace;
|
||||
visibilityMask.wrapS = visibilityMask.wrapT = THREE.ClampToEdgeWrapping;
|
||||
visibilityMask.magFilter = THREE.NearestFilter;
|
||||
visibilityMask.minFilter = THREE.NearestFilter;
|
||||
visibilityMask.needsUpdate = true;
|
||||
}
|
||||
|
||||
const heightMap = new THREE.DataTexture(
|
||||
f32HeightMap,
|
||||
256,
|
||||
256,
|
||||
THREE.RedFormat,
|
||||
THREE.FloatType
|
||||
);
|
||||
heightMap.colorSpace = THREE.NoColorSpace;
|
||||
heightMap.generateMipmaps = false;
|
||||
heightMap.needsUpdate = true;
|
||||
|
||||
// Start with a standard material; assign map to trigger USE_MAP/vMapUv
|
||||
const mat = new THREE.MeshStandardMaterial({
|
||||
// map: base0,
|
||||
displacementMap: heightMap,
|
||||
map: heightMap,
|
||||
displacementScale: 2048,
|
||||
depthWrite: true,
|
||||
// displacementBias: -128,
|
||||
});
|
||||
|
||||
// Inject our 4-layer blend before lighting
|
||||
mat.onBeforeCompile = (shader) => {
|
||||
// uniforms for 4 albedo maps + 3 alpha masks
|
||||
baseTextures.forEach((tex, i) => {
|
||||
shader.uniforms[`albedo${i}`] = { value: tex };
|
||||
});
|
||||
alphaTextures.forEach((tex, i) => {
|
||||
if (i > 0) {
|
||||
shader.uniforms[`mask${i}`] = { value: tex };
|
||||
}
|
||||
});
|
||||
|
||||
// Add visibility mask uniform if we have empty squares
|
||||
if (visibilityMask) {
|
||||
shader.uniforms.visibilityMask = { value: visibilityMask };
|
||||
}
|
||||
|
||||
// Add per-texture tiling uniforms
|
||||
baseTextures.forEach((tex, i) => {
|
||||
shader.uniforms[`tiling${i}`] = {
|
||||
value: Math.min(
|
||||
512,
|
||||
{ 0: 16, 1: 16, 2: 32, 3: 32, 4: 32, 5: 32 }[i]
|
||||
),
|
||||
};
|
||||
});
|
||||
|
||||
// Declare our uniforms at the top of the fragment shader
|
||||
shader.fragmentShader =
|
||||
`
|
||||
uniform sampler2D albedo0;
|
||||
uniform sampler2D albedo1;
|
||||
uniform sampler2D albedo2;
|
||||
uniform sampler2D albedo3;
|
||||
uniform sampler2D albedo4;
|
||||
uniform sampler2D albedo5;
|
||||
uniform sampler2D mask1;
|
||||
uniform sampler2D mask2;
|
||||
uniform sampler2D mask3;
|
||||
uniform sampler2D mask4;
|
||||
uniform sampler2D mask5;
|
||||
uniform float tiling0;
|
||||
uniform float tiling1;
|
||||
uniform float tiling2;
|
||||
uniform float tiling3;
|
||||
uniform float tiling4;
|
||||
uniform float tiling5;
|
||||
${visibilityMask ? 'uniform sampler2D visibilityMask;' : ''}
|
||||
` + shader.fragmentShader;
|
||||
|
||||
if (visibilityMask) {
|
||||
const clippingPlaceholder = '#include <clipping_planes_fragment>';
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
clippingPlaceholder,
|
||||
`${clippingPlaceholder}
|
||||
// Early discard for invisible areas (before fog/lighting)
|
||||
float visibility = texture2D(visibilityMask, vMapUv).r;
|
||||
if (visibility < 0.5) {
|
||||
discard;
|
||||
}
|
||||
`
|
||||
);
|
||||
}
|
||||
|
||||
// Replace the default map sampling block with our layered blend.
|
||||
// We rely on vMapUv provided by USE_MAP.
|
||||
shader.fragmentShader = shader.fragmentShader.replace(
|
||||
"#include <map_fragment>",
|
||||
`
|
||||
// Sample base albedo layers (sRGB textures auto-decoded to linear)
|
||||
vec2 baseUv = vMapUv;
|
||||
vec3 c0 = texture2D(albedo0, baseUv * vec2(tiling0)).rgb;
|
||||
${
|
||||
layerCount > 1
|
||||
? `vec3 c1 = texture2D(albedo1, baseUv * vec2(tiling1)).rgb;`
|
||||
: ""
|
||||
}
|
||||
${
|
||||
layerCount > 2
|
||||
? `vec3 c2 = texture2D(albedo2, baseUv * vec2(tiling2)).rgb;`
|
||||
: ""
|
||||
}
|
||||
${
|
||||
layerCount > 3
|
||||
? `vec3 c3 = texture2D(albedo3, baseUv * vec2(tiling3)).rgb;`
|
||||
: ""
|
||||
}
|
||||
${
|
||||
layerCount > 4
|
||||
? `vec3 c4 = texture2D(albedo4, baseUv * vec2(tiling4)).rgb;`
|
||||
: ""
|
||||
}
|
||||
${
|
||||
layerCount > 5
|
||||
? `vec3 c5 = texture2D(albedo5, baseUv * vec2(tiling5)).rgb;`
|
||||
: ""
|
||||
}
|
||||
|
||||
// Sample linear masks (use R channel)
|
||||
float a1 = texture2D(mask1, baseUv).r;
|
||||
${layerCount > 1 ? `float a2 = texture2D(mask2, baseUv).r;` : ""}
|
||||
${layerCount > 2 ? `float a3 = texture2D(mask3, baseUv).r;` : ""}
|
||||
${layerCount > 3 ? `float a4 = texture2D(mask4, baseUv).r;` : ""}
|
||||
${layerCount > 4 ? `float a5 = texture2D(mask5, baseUv).r;` : ""}
|
||||
|
||||
// Bottom-up compositing: each mask tells how much the higher layer replaces lower
|
||||
${layerCount > 1 ? `vec3 blended = mix(c0, c1, clamp(a1, 0.0, 1.0));` : ""}
|
||||
${layerCount > 2 ? `blended = mix(blended, c2, clamp(a2, 0.0, 1.0));` : ""}
|
||||
${layerCount > 3 ? `blended = mix(blended, c3, clamp(a3, 0.0, 1.0));` : ""}
|
||||
${layerCount > 4 ? `blended = mix(blended, c4, clamp(a4, 0.0, 1.0));` : ""}
|
||||
${layerCount > 5 ? `blended = mix(blended, c5, clamp(a5, 0.0, 1.0));` : ""}
|
||||
|
||||
// Assign to diffuseColor before lighting
|
||||
diffuseColor.rgb = ${layerCount > 1 ? "blended" : "c0"};
|
||||
`
|
||||
);
|
||||
};
|
||||
|
||||
root = new THREE.Group();
|
||||
|
||||
const terrainMesh = new THREE.Mesh(geom, mat);
|
||||
root.add(terrainMesh);
|
||||
|
||||
for (const obj of iterObjects(mission.objects)) {
|
||||
const getProperty = (name) => {
|
||||
const property = obj.properties.find((p) => p.target.name === name);
|
||||
// console.log({ name, property });
|
||||
return property;
|
||||
};
|
||||
|
||||
const getPosition = () => {
|
||||
const position = getProperty("position")?.value ?? "0 0 0";
|
||||
const [x, z, y] = position.split(" ").map((s) => parseFloat(s));
|
||||
return [x, y, z];
|
||||
};
|
||||
|
||||
const getScale = () => {
|
||||
const scale = getProperty("scale")?.value ?? "1 1 1";
|
||||
const [scaleX, scaleZ, scaleY] = scale
|
||||
.split(" ")
|
||||
.map((s) => parseFloat(s));
|
||||
return [scaleX, scaleY, scaleZ];
|
||||
};
|
||||
|
||||
const getRotation = (isInterior = false) => {
|
||||
const rotation = getProperty("rotation")?.value ?? "1 0 0 0";
|
||||
const [ax, az, ay, angle] = rotation
|
||||
.split(" ")
|
||||
.map((s) => parseFloat(s));
|
||||
|
||||
if (isInterior) {
|
||||
// For interiors: Apply coordinate system transformation
|
||||
// 1. Convert rotation axis from source coords (ax, az, ay) to Three.js coords
|
||||
// 2. Apply -90 Y rotation to align coordinate systems
|
||||
const sourceRotation = new THREE.Quaternion().setFromAxisAngle(
|
||||
new THREE.Vector3(az, ay, ax),
|
||||
-angle * (Math.PI / 180)
|
||||
);
|
||||
const coordSystemFix = new THREE.Quaternion().setFromAxisAngle(
|
||||
new THREE.Vector3(0, 1, 0),
|
||||
Math.PI / 2
|
||||
);
|
||||
return coordSystemFix.multiply(sourceRotation);
|
||||
} else {
|
||||
// For other objects (terrain, etc)
|
||||
return new THREE.Quaternion().setFromAxisAngle(
|
||||
new THREE.Vector3(ax, ay, -az),
|
||||
angle * (Math.PI / 180)
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
switch (obj.className) {
|
||||
case "TerrainBlock": {
|
||||
const [x, y, z] = getPosition();
|
||||
camera.position.set(x - 512, y + 256, z - 512);
|
||||
const [scaleX, scaleY, scaleZ] = getScale();
|
||||
const q = getRotation();
|
||||
terrainMesh.position.set(x, y, z);
|
||||
terrainMesh.scale.set(scaleX, scaleY, scaleZ);
|
||||
terrainMesh.quaternion.copy(q);
|
||||
break;
|
||||
}
|
||||
case "Sky": {
|
||||
const materialList = getProperty("materialList")?.value;
|
||||
if (materialList) {
|
||||
const detailMapList = await loadDetailMapList(materialList);
|
||||
const skyLoader = new THREE.CubeTextureLoader();
|
||||
const fallbackUrl = `${BASE_URL}/black.png`;
|
||||
const texture = skyLoader.load([
|
||||
getUrlForPath(detailMapList[1], fallbackUrl), // +x
|
||||
getUrlForPath(detailMapList[3], fallbackUrl), // -x
|
||||
getUrlForPath(detailMapList[4], fallbackUrl), // +y
|
||||
getUrlForPath(detailMapList[5], fallbackUrl), // -y
|
||||
getUrlForPath(detailMapList[0], fallbackUrl), // +z
|
||||
getUrlForPath(detailMapList[2], fallbackUrl), // -z
|
||||
]);
|
||||
scene.background = texture;
|
||||
}
|
||||
const fogDistance = getProperty("fogDistance")?.value;
|
||||
const fogColor = getProperty("fogColor")?.value;
|
||||
if (fogDistance && fogColor) {
|
||||
const distance = parseFloat(fogDistance);
|
||||
const [r, g, b] = fogColor.split(" ").map((s) => parseFloat(s));
|
||||
const color = new THREE.Color().setRGB(r, g, b);
|
||||
const fog = new THREE.Fog(color, 0, distance * 2);
|
||||
if (fogEnabled) {
|
||||
scene.fog = fog;
|
||||
} else {
|
||||
scene._fog = fog;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "InteriorInstance": {
|
||||
const [z, y, x] = getPosition();
|
||||
const [scaleX, scaleY, scaleZ] = getScale();
|
||||
const q = getRotation(true);
|
||||
const interiorFile = getProperty("interiorFile").value;
|
||||
gltfLoader.load(interiorToUrl(interiorFile), (gltf) => {
|
||||
gltf.scene.traverse((o) => {
|
||||
if (o.material?.name) {
|
||||
const name = o.material.name;
|
||||
try {
|
||||
const tex = textureLoader.load(interiorTextureToUrl(name));
|
||||
o.material.map = setupColor(tex);
|
||||
} catch (err) {
|
||||
console.error(err);
|
||||
}
|
||||
o.material.needsUpdate = true;
|
||||
}
|
||||
});
|
||||
const interior = gltf.scene;
|
||||
interior.position.set(x - 1024, y, z - 1024);
|
||||
interior.scale.set(-scaleX, scaleY, -scaleZ);
|
||||
interior.quaternion.copy(q);
|
||||
root.add(interior);
|
||||
});
|
||||
break;
|
||||
}
|
||||
case "WaterBlock": {
|
||||
const [z, y, x] = getPosition();
|
||||
const [scaleZ, scaleY, scaleX] = getScale();
|
||||
const q = getRotation(true);
|
||||
|
||||
const surfaceTexture =
|
||||
getProperty("surfaceTexture")?.value ?? "liquidTiles/BlueWater";
|
||||
|
||||
const geometry = new THREE.BoxGeometry(scaleZ, scaleY, scaleX);
|
||||
const material = new THREE.MeshStandardMaterial({
|
||||
map: setupColor(
|
||||
textureLoader.load(textureToUrl(surfaceTexture)),
|
||||
[8, 8]
|
||||
),
|
||||
// transparent: true,
|
||||
opacity: 0.8,
|
||||
});
|
||||
const water = new THREE.Mesh(geometry, material);
|
||||
|
||||
water.position.set(
|
||||
x - 1024 + scaleX / 2,
|
||||
y + scaleY / 2,
|
||||
z - 1024 + scaleZ / 2
|
||||
);
|
||||
water.quaternion.copy(q);
|
||||
|
||||
root.add(water);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (cancel) {
|
||||
return;
|
||||
}
|
||||
|
||||
scene.add(root);
|
||||
}
|
||||
|
||||
loadMap();
|
||||
|
||||
return () => {
|
||||
cancel = true;
|
||||
root.removeFromParent();
|
||||
};
|
||||
}, [missionName]);
|
||||
|
||||
useEffect(() => {
|
||||
const { scene } = threeContext.current;
|
||||
if (fogEnabled) {
|
||||
scene.fog = scene._fog ?? null;
|
||||
scene._fog = null;
|
||||
scene.needsUpdate = true;
|
||||
} else {
|
||||
scene._fog = scene.fog;
|
||||
scene.fog = null;
|
||||
scene.needsUpdate = true;
|
||||
}
|
||||
}, [fogEnabled]);
|
||||
const [fogEnabled, setFogEnabled] = useState(false);
|
||||
|
||||
return (
|
||||
<main>
|
||||
<canvas ref={canvasRef} id="canvas" />
|
||||
<div id="controls">
|
||||
<select
|
||||
id="missionList"
|
||||
value={missionName}
|
||||
onChange={(e) => setMissionName(e.target.value)}
|
||||
>
|
||||
{missions.map((missionName) => (
|
||||
<option key={missionName}>{missionName}</option>
|
||||
))}
|
||||
</select>
|
||||
<div className="CheckboxField">
|
||||
<input
|
||||
id="fogInput"
|
||||
type="checkbox"
|
||||
checked={fogEnabled}
|
||||
onChange={(event) => {
|
||||
setFogEnabled(event.target.checked);
|
||||
}}
|
||||
<SettingsProvider fogEnabled={fogEnabled}>
|
||||
<QueryClientProvider client={queryClient}>
|
||||
<main>
|
||||
<Canvas>
|
||||
<ObserverControls />
|
||||
<Mission key={missionName} name={missionName} />
|
||||
<PerspectiveCamera
|
||||
makeDefault
|
||||
position={[-512, 256, -512]}
|
||||
fov={90}
|
||||
/>
|
||||
</Canvas>
|
||||
<InspectorControls
|
||||
missionName={missionName}
|
||||
onChangeMission={setMissionName}
|
||||
fogEnabled={fogEnabled}
|
||||
onChangeFogEnabled={setFogEnabled}
|
||||
/>
|
||||
<label htmlFor="fogInput">Fog?</label>
|
||||
</div>
|
||||
</div>
|
||||
</main>
|
||||
</main>
|
||||
</QueryClientProvider>
|
||||
</SettingsProvider>
|
||||
);
|
||||
}
|
||||
|
|
|
|||
19
app/renderObject.tsx
Normal file
19
app/renderObject.tsx
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
import { ConsoleObject } from "@/src/mission";
|
||||
import { TerrainBlock } from "./TerrainBlock";
|
||||
import { WaterBlock } from "./WaterBlock";
|
||||
import { SimGroup } from "./SimGroup";
|
||||
import { InteriorInstance } from "./InteriorInstance";
|
||||
import { Sky } from "./Sky";
|
||||
|
||||
const componentMap = {
|
||||
SimGroup,
|
||||
TerrainBlock,
|
||||
WaterBlock,
|
||||
InteriorInstance,
|
||||
Sky,
|
||||
};
|
||||
|
||||
export function renderObject(object: ConsoleObject, key: string | number) {
|
||||
const Component = componentMap[object.className];
|
||||
return Component ? <Component key={key} object={object} /> : null;
|
||||
}
|
||||
|
|
@ -2,6 +2,7 @@ html,
|
|||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
background: black;
|
||||
}
|
||||
|
||||
html {
|
||||
|
|
@ -10,8 +11,7 @@ html {
|
|||
font-size: 100%;
|
||||
}
|
||||
|
||||
#canvas {
|
||||
display: block;
|
||||
main {
|
||||
width: 100vw;
|
||||
height: 100vh;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue