import { memo, Suspense, useEffect, useMemo, useRef } from "react"; import { ErrorBoundary } from "react-error-boundary"; import { useGLTF, useTexture } from "@react-three/drei"; import { useFrame } from "@react-three/fiber"; import { FALLBACK_TEXTURE_URL, textureToUrl, shapeToUrl } from "../loaders"; import { MeshStandardMaterial, MeshBasicMaterial, MeshLambertMaterial, AdditiveBlending, AnimationMixer, AnimationClip, LoopOnce, LoopRepeat, Texture, BufferGeometry, Group, } from "three"; import type { AnimationAction } from "three"; import * as SkeletonUtils from "three/examples/jsm/utils/SkeletonUtils.js"; import { setupTexture } from "../textureUtils"; import { useDebug, useSettings } from "./SettingsProvider"; import { useShapeInfo, isOrganicShape } from "./ShapeInfoProvider"; import { useEngineSelector } from "../state"; import { FloatingLabel } from "./FloatingLabel"; import { useIflTexture, loadIflAtlas, getFrameIndexForTime, updateAtlasFrame, } from "./useIflTexture"; import type { IflAtlas } from "./useIflTexture"; import { injectCustomFog } from "../fogShader"; import { globalFogUniforms } from "../globalFogUniforms"; import { injectShapeLighting } from "../shapeMaterial"; import { processShapeScene, replaceWithShapeMaterial, } from "../demo/demoPlaybackUtils"; import type { DemoThreadState } from "../demo/types"; /** Shared props for texture rendering components */ interface TextureProps { material: MeshStandardMaterial; shapeName?: string; geometry?: BufferGeometry; backGeometry?: BufferGeometry; castShadow?: boolean; receiveShadow?: boolean; /** DTS object visibility (0–1). 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 */ 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); } }; } export function createMaterialFromFlags( baseMaterial: MeshStandardMaterial, texture: Texture, flagNames: Set, isOrganic: boolean, vis: number = 1, animated: boolean = false, ): MaterialResult { const isTranslucent = flagNames.has("Translucent"); const isAdditive = flagNames.has("Additive"); const isSelfIlluminating = flagNames.has("SelfIlluminating"); // 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; // 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) { const isBlended = isAdditive || isTranslucent || isFaded; const mat = new MeshBasicMaterial({ map: texture, side: 2, // DoubleSide transparent: isBlended, depthWrite: !isBlended, alphaTest: 0, fog: true, ...(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, // 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, ...(isFaded && { transparent: true, opacity: vis, depthWrite: false, }), }); applyShapeShaderModifications(mat); return mat; } /** * 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); } /** * Animated IFL (Image File List) material component. Creates a sprite sheet * from all frames and animates via texture offset. */ const IflTexture = memo(function IflTexture({ material, shapeName, geometry, backGeometry, castShadow = false, receiveShadow = false, vis = 1, animated = false, }: TextureProps) { const resourcePath = material.userData.resource_path; const flagNames = new Set(material.userData.flag_names ?? []); const iflPath = `textures/${resourcePath}.ifl`; const texture = useIflTexture(iflPath); const isOrganic = shapeName && isOrganicShape(shapeName); const customMaterial = useMemo( () => createMaterialFromFlags( material, texture, flagNames, isOrganic, vis, animated, ), [material, texture, flagNames, isOrganic, vis, animated], ); // Two-pass rendering for organic/translucent materials // Render BackSide first (with flipped normals), then FrontSide if (Array.isArray(customMaterial)) { return ( <> ); } return ( ); }); const StaticTexture = memo(function StaticTexture({ material, shapeName, geometry, backGeometry, castShadow = false, receiveShadow = false, vis = 1, animated = false, }: TextureProps) { const resourcePath = material.userData.resource_path; const flagNames = new Set(material.userData.flag_names ?? []); const url = useMemo(() => { if (!resourcePath) { console.warn( `No resource_path was found on "${shapeName}" - rendering fallback.`, ); } return resourcePath ? textureToUrl(resourcePath) : FALLBACK_TEXTURE_URL; }, [resourcePath, shapeName]); const isOrganic = shapeName && isOrganicShape(shapeName); const isTranslucent = flagNames.has("Translucent"); const texture = useTexture(url, (texture) => { // Organic/alpha-tested textures need special handling to avoid mipmap artifacts if (isOrganic || isTranslucent) { return setupTexture(texture, { disableMipmaps: true }); } // Standard color texture setup for diffuse-only materials return setupTexture(texture); }); const customMaterial = useMemo( () => createMaterialFromFlags( material, texture, flagNames, isOrganic, vis, animated, ), [material, texture, flagNames, isOrganic, vis, animated], ); // Two-pass rendering for organic/translucent materials // Render BackSide first (with flipped normals), then FrontSide if (Array.isArray(customMaterial)) { return ( <> ); } return ( ); }); export const ShapeTexture = memo(function ShapeTexture({ material, shapeName, geometry, backGeometry, castShadow = false, receiveShadow = false, vis = 1, animated = false, }: TextureProps) { 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 ( ); } else if (material.name) { return ( ); } else { return null; } }); export function ShapePlaceholder({ color, label, }: { color: string; label?: string; }) { return ( {label ? {label} : null} ); } export function DebugPlaceholder({ color, label, }: { color: string; label?: string; }) { const { debugMode } = useDebug(); return debugMode ? : null; } /** 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 ( {label ? {label} : null} ); } /** * Wrapper component that handles the common ErrorBoundary + Suspense + ShapeModel * pattern used across shape-rendering components. */ export function ShapeRenderer({ loadingColor = "yellow", demoThreads, children, }: { loadingColor?: string; demoThreads?: DemoThreadState[]; children?: React.ReactNode; }) { const { object, shapeName } = useShapeInfo(); if (!shapeName) { return ( `} /> ); } if (HARDCODED_SHAPES.has(shapeName.toLowerCase())) { return ; } return ( } > }> {children} ); } /** 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; } // Thread slot constants matching power.cs globals const DEPLOY_THREAD = 3; /** * 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). */ export const ShapeModel = memo(function ShapeModel({ gltf, demoThreads, }: { gltf: ReturnType; demoThreads?: DemoThreadState[]; }) { const { object, shapeName } = useShapeInfo(); const { debugMode } = useDebug(); const { animationEnabled } = useSettings(); const runtime = useEngineSelector((state) => state.runtime.runtime); const { clonedScene, mixer, clipsByName, visNodesBySequence, iflMeshes, } = useMemo(() => { const scene = SkeletonUtils.clone(gltf.scene) as Group; // 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(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(); 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(); for (const clip of gltf.animations) { clips.set(clip.name.toLowerCase(), clip); } // 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()); const iflMeshAtlasRef = useRef(new Map()); 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([]); 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(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)); } } } if (vNodes) { for (const v of vNodes) prepareVisNode(v); thread.visNodes = vNodes; } threads.set(slot, thread); } 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]; } } } threads.delete(slot); } handlePlayThreadRef.current = handlePlayThread; handleStopThreadRef.current = handleStopThread; // ── 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); }; } // ── Mission rendering: deploy lifecycle + TorqueScript ── const hasDeployClip = clipsByName.has("deploy"); const useTorqueDeploy = !!(runtime && hasDeployClip && object.datablock); 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); } } 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, }); } } } } 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(); } break; } } } : 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 = []; if (currentDemoThreads) { for (const t of currentDemoThreads) currentBySlot[t.index] = t; } const prevBySlot: Array = []; 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); } } else if (prev) { // Thread disappeared — stop it. stopThread(slot); } } } } 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); } } } if (animationEnabled) { mixer.update(delta); } } // 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), ); } } } }); return ( {debugMode ? ( {object._id}: {shapeName} ) : null} ); }); function ShapeModelLoader({ demoThreads }: { demoThreads?: DemoThreadState[] }) { const { shapeName } = useShapeInfo(); const gltf = useStaticShape(shapeName); return ; }