mirror of
https://github.com/exogen/t2-mapper.git
synced 2026-03-25 15:19:33 +00:00
1097 lines
34 KiB
TypeScript
1097 lines
34 KiB
TypeScript
import { memo, Suspense, useEffect, useMemo, useRef } from "react";
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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";
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import { createLogger } from "../logger";
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import { FALLBACK_TEXTURE_URL, textureToUrl, shapeToUrl } from "../loaders";
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import {
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MeshStandardMaterial,
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MeshBasicMaterial,
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MeshLambertMaterial,
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AdditiveBlending,
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AnimationMixer,
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AnimationClip,
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LoopOnce,
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LoopRepeat,
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Texture,
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BufferGeometry,
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Group,
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} from "three";
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import type { AnimationAction, Material } from "three";
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import * as SkeletonUtils from "three/examples/jsm/utils/SkeletonUtils.js";
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import { setupTexture } from "../textureUtils";
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import { useAnisotropy } from "./useAnisotropy";
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import { useDebug, useSettings } from "./SettingsProvider";
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import { useShapeInfo, isOrganicShape } from "./ShapeInfoProvider";
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import {
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useEngineSelector,
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effectNow,
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engineStore,
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} from "../state/engineStore";
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import { FloatingLabel } from "./FloatingLabel";
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import {
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useIflTexture,
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loadIflAtlas,
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getFrameIndexForTime,
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updateAtlasFrame,
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} from "./useIflTexture";
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import type { IflAtlas } from "./useIflTexture";
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import { injectCustomFog } from "../fogShader";
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import { globalFogUniforms } from "../globalFogUniforms";
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import { injectShapeLighting } from "../shapeMaterial";
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import {
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processShapeScene,
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replaceWithShapeMaterial,
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disposeClonedScene,
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} from "../stream/playbackUtils";
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import type { ThreadState as StreamThreadState } from "../stream/types";
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const log = createLogger("GenericShape");
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/** Returns pausable time in seconds for demo mode, real time otherwise. */
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function shapeNowSec(): number {
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const { recording } = engineStore.getState().playback;
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return recording != null ? effectNow() / 1000 : performance.now() / 1000;
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}
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/** Shared props for texture rendering components */
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interface TextureProps {
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material: MeshStandardMaterial;
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shapeName?: string;
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geometry?: BufferGeometry;
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backGeometry?: BufferGeometry;
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castShadow?: boolean;
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receiveShadow?: boolean;
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/** DTS object visibility (0–1). Values < 1 enable alpha blending. */
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vis?: number;
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/** When true, material is created transparent for vis keyframe animation. */
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animated?: boolean;
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}
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/**
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* DTS Material Flags (from tsShape.h):
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* - Translucent: Material has alpha transparency (smooth blending)
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* - Additive: Additive blending mode
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* - Subtractive: Subtractive blending mode
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* - SelfIlluminating: Fullbright, no lighting applied
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* - NeverEnvMap: Don't apply environment mapping
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*/
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type SingleMaterial =
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| MeshStandardMaterial
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| MeshBasicMaterial
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| MeshLambertMaterial;
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type MaterialResult =
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| SingleMaterial
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| [MeshLambertMaterial, MeshLambertMaterial];
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// Stable onBeforeCompile callbacks — using shared function references lets
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// Three.js's program cache match by identity rather than toString().
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const lambertBeforeCompile: Material["onBeforeCompile"] = (shader) => {
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injectCustomFog(shader, globalFogUniforms);
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injectShapeLighting(shader);
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};
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const basicBeforeCompile: Material["onBeforeCompile"] = (shader) => {
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injectCustomFog(shader, globalFogUniforms);
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};
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/**
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* Helper to apply volumetric fog and lighting multipliers to a material.
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*/
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export function applyShapeShaderModifications(
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mat: MeshBasicMaterial | MeshLambertMaterial,
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): void {
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mat.onBeforeCompile =
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mat instanceof MeshLambertMaterial
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? lambertBeforeCompile
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: basicBeforeCompile;
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}
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export function createMaterialFromFlags(
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baseMaterial: MeshStandardMaterial,
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texture: Texture | null,
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flagNames: Set<string>,
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isOrganic: boolean,
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vis: number = 1,
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animated: boolean = false,
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): MaterialResult {
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const isTranslucent = flagNames.has("Translucent");
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const isAdditive = flagNames.has("Additive");
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const isSelfIlluminating = flagNames.has("SelfIlluminating");
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// DTS per-object visibility: when vis < 1, the engine sets fadeSet=true which
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// forces the Translucent flag and renders with GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA.
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// Animated vis also needs transparent materials so opacity can be updated per frame.
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const isFaded = vis < 1 || animated;
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// SelfIlluminating or Additive materials are unlit (use MeshBasicMaterial).
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// Additive materials without SelfIlluminating (e.g. explosion shells) must
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// also be unlit, otherwise they render black with no scene lighting.
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if (isSelfIlluminating || isAdditive) {
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const isBlended = isAdditive || isTranslucent || isFaded;
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const mat = new MeshBasicMaterial({
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map: texture,
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side: 2, // DoubleSide
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transparent: isBlended,
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depthWrite: !isBlended,
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alphaTest: 0,
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fog: true,
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...(isFaded && { opacity: vis }),
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...(isAdditive && { blending: AdditiveBlending }),
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});
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applyShapeShaderModifications(mat);
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return mat;
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}
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// For organic shapes or Translucent flag, use alpha cutout with Lambert shading
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// Tribes 2 used fixed-function GL with specular disabled - purely diffuse lighting
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// MeshLambertMaterial gives us the diffuse-only look that matches the original
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// Return [BackSide, FrontSide] materials to render in two passes - avoids z-fighting
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if (isOrganic || isTranslucent) {
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const baseProps = {
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map: texture,
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// When vis < 1, switch from alpha cutout to alpha blend (matching the engine's
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// fadeSet behavior which forces GL_BLEND with no alpha test)
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transparent: isFaded,
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alphaTest: isFaded ? 0 : 0.5,
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...(isFaded && { opacity: vis, depthWrite: false }),
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reflectivity: 0,
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};
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const backMat = new MeshLambertMaterial({
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...baseProps,
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side: 1, // BackSide
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// Push back faces slightly behind in depth to avoid z-fighting with front
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polygonOffset: true,
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polygonOffsetFactor: 1,
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polygonOffsetUnits: 1,
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});
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const frontMat = new MeshLambertMaterial({
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...baseProps,
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side: 0, // FrontSide
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});
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applyShapeShaderModifications(backMat);
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applyShapeShaderModifications(frontMat);
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return [backMat, frontMat];
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}
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// Default: use Lambert for diffuse-only lighting (matches Tribes 2)
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// Tribes 2 used fixed-function GL with specular disabled
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const mat = new MeshLambertMaterial({
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map: texture,
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side: 2, // DoubleSide
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reflectivity: 0,
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...(isFaded && {
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transparent: true,
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opacity: vis,
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depthWrite: false,
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}),
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});
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applyShapeShaderModifications(mat);
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return mat;
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}
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/**
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* Load a .glb file that was converted from a .dts, used for static shapes.
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*/
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export function useStaticShape(shapeName: string) {
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const url = shapeToUrl(shapeName);
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return useGLTF(url);
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}
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/**
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* Animated IFL (Image File List) material component. Creates a sprite sheet
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* from all frames and animates via texture offset.
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*/
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const IflTexture = memo(function IflTexture({
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material,
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shapeName,
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geometry,
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backGeometry,
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castShadow = false,
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receiveShadow = false,
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vis = 1,
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animated = false,
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}: TextureProps) {
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const resourcePath = material.userData.resource_path;
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const flagNames = useMemo(
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() =>
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material.userData.flag_names
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? new Set<string>(material.userData.flag_names)
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: EMPTY_FLAG_NAMES,
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[material.userData.flag_names],
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);
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const iflPath = `textures/${resourcePath}.ifl`;
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const texture = useIflTexture(iflPath);
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const isOrganic = !!(shapeName && isOrganicShape(shapeName));
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const customMaterial = useMemo(
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() =>
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createMaterialFromFlags(
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material,
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texture,
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flagNames,
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isOrganic,
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vis,
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animated,
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),
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[material, texture, flagNames, isOrganic, vis, animated],
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);
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useDisposeMaterial(customMaterial);
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// Two-pass rendering for organic/translucent materials
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// Render BackSide first (with flipped normals), then FrontSide
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if (Array.isArray(customMaterial)) {
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return (
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<>
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<mesh
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geometry={backGeometry || geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial[0]} attach="material" />
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</mesh>
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<mesh
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geometry={geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial[1]} attach="material" />
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</mesh>
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</>
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);
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}
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return (
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<mesh
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geometry={geometry}
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castShadow={castShadow}
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receiveShadow={receiveShadow}
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>
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<primitive object={customMaterial} attach="material" />
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</mesh>
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);
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});
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function useDisposeMaterial(material: MaterialResult) {
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useEffect(() => {
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return () => {
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if (Array.isArray(material)) {
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material.forEach((m) => m.dispose());
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} else {
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material.dispose();
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}
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};
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}, [material]);
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}
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const EMPTY_FLAG_NAMES = new Set<string>();
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const StaticTexture = memo(function StaticTexture({
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material,
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shapeName,
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geometry,
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backGeometry,
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castShadow = false,
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receiveShadow = false,
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vis = 1,
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animated = false,
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}: TextureProps) {
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const resourcePath = material.userData.resource_path;
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const flagNames = useMemo(
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() =>
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material.userData.flag_names
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? new Set<string>(material.userData.flag_names)
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: EMPTY_FLAG_NAMES,
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[material.userData.flag_names],
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);
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const url = useMemo(() => {
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if (!resourcePath) {
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log.warn(
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'No resource_path found on "%s" — rendering fallback',
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shapeName,
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);
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}
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return resourcePath ? textureToUrl(resourcePath) : FALLBACK_TEXTURE_URL;
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}, [resourcePath, shapeName]);
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const isOrganic = !!(shapeName && isOrganicShape(shapeName));
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const isTranslucent = flagNames.has("Translucent");
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const anisotropy = useAnisotropy();
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const texture = useTexture(url, (texture) => {
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// Organic/alpha-tested textures need special handling to avoid mipmap artifacts
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if (isOrganic || isTranslucent) {
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return setupTexture(texture, { disableMipmaps: true, anisotropy });
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}
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// Standard color texture setup for diffuse-only materials
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return setupTexture(texture, { anisotropy });
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});
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const customMaterial = useMemo(
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() =>
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createMaterialFromFlags(
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material,
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texture,
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flagNames,
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isOrganic,
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||
vis,
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||
animated,
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),
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[material, texture, flagNames, isOrganic, vis, animated],
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||
);
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useDisposeMaterial(customMaterial);
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||
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||
// Two-pass rendering for organic/translucent materials
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// Render BackSide first (with flipped normals), then FrontSide
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if (Array.isArray(customMaterial)) {
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return (
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<>
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||
<mesh
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||
geometry={backGeometry || geometry}
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||
castShadow={castShadow}
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||
receiveShadow={receiveShadow}
|
||
>
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<primitive object={customMaterial[0]} attach="material" />
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</mesh>
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<mesh
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||
geometry={geometry}
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castShadow={castShadow}
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||
receiveShadow={receiveShadow}
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||
>
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<primitive object={customMaterial[1]} attach="material" />
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</mesh>
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</>
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||
);
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}
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||
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return (
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<mesh
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||
geometry={geometry}
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||
castShadow={castShadow}
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||
receiveShadow={receiveShadow}
|
||
>
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<primitive object={customMaterial} attach="material" />
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</mesh>
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);
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});
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export const ShapeTexture = memo(function ShapeTexture({
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material,
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shapeName,
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geometry,
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||
backGeometry,
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castShadow = false,
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||
receiveShadow = false,
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||
vis = 1,
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||
animated = false,
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||
}: TextureProps) {
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const flagNames = new Set(material.userData.flag_names ?? []);
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const isIflMaterial = flagNames.has("IflMaterial");
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const resourcePath = material.userData.resource_path;
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||
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// Use IflTexture for animated materials
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||
if (isIflMaterial && resourcePath) {
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||
return (
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||
<IflTexture
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||
material={material}
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||
shapeName={shapeName}
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||
geometry={geometry}
|
||
backGeometry={backGeometry}
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||
castShadow={castShadow}
|
||
receiveShadow={receiveShadow}
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||
vis={vis}
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||
animated={animated}
|
||
/>
|
||
);
|
||
} else if (material.name) {
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||
return (
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||
<StaticTexture
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||
material={material}
|
||
shapeName={shapeName}
|
||
geometry={geometry}
|
||
backGeometry={backGeometry}
|
||
castShadow={castShadow}
|
||
receiveShadow={receiveShadow}
|
||
vis={vis}
|
||
animated={animated}
|
||
/>
|
||
);
|
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} else {
|
||
return null;
|
||
}
|
||
});
|
||
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export function ShapePlaceholder({
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||
color,
|
||
label,
|
||
}: {
|
||
color: string;
|
||
label?: string;
|
||
}) {
|
||
return (
|
||
<mesh>
|
||
<boxGeometry args={[10, 10, 10]} />
|
||
<meshStandardMaterial color={color} wireframe />
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{label ? <FloatingLabel color={color}>{label}</FloatingLabel> : null}
|
||
</mesh>
|
||
);
|
||
}
|
||
|
||
export function DebugPlaceholder({
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||
color,
|
||
label,
|
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}: {
|
||
color: string;
|
||
label?: string;
|
||
}) {
|
||
const { debugMode } = useDebug();
|
||
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"]);
|
||
|
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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 const ShapeRenderer = memo(function ShapeRenderer({
|
||
loadingColor = "yellow",
|
||
streamEntity,
|
||
children,
|
||
}: {
|
||
loadingColor?: string;
|
||
/** Stable entity reference whose `.threads` field is mutated in-place. */
|
||
streamEntity?: { threads?: StreamThreadState[] };
|
||
children?: React.ReactNode;
|
||
}) {
|
||
const { object, shapeName } = useShapeInfo();
|
||
|
||
if (!shapeName) {
|
||
return (
|
||
<DebugPlaceholder color="orange" label={`${object?._id}: <missing>`} />
|
||
);
|
||
}
|
||
|
||
if (HARDCODED_SHAPES.has(shapeName.toLowerCase())) {
|
||
return <HardcodedShape label={`${object?._id}: ${shapeName}`} />;
|
||
}
|
||
|
||
return (
|
||
<ErrorBoundary
|
||
fallback={
|
||
<DebugPlaceholder color="red" label={`${object?._id}: ${shapeName}`} />
|
||
}
|
||
>
|
||
<Suspense fallback={<ShapePlaceholder color={loadingColor} />}>
|
||
<ShapeModelLoader streamEntity={streamEntity} />
|
||
{children}
|
||
</Suspense>
|
||
</ErrorBoundary>
|
||
);
|
||
});
|
||
|
||
/** 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;
|
||
}
|
||
|
||
/**
|
||
* 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,
|
||
streamEntity,
|
||
}: {
|
||
gltf: ReturnType<typeof useStaticShape>;
|
||
/** Stable entity reference whose `.threads` field is mutated in-place. */
|
||
streamEntity?: { threads?: StreamThreadState[] };
|
||
}) {
|
||
const { object, shapeName } = useShapeInfo();
|
||
const { debugMode } = useDebug();
|
||
const { animationEnabled } = useSettings();
|
||
const runtime = useEngineSelector((state) => state.runtime.runtime);
|
||
const anisotropy = useAnisotropy();
|
||
|
||
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<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, shapeName ?? undefined, { anisotropy });
|
||
|
||
// 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);
|
||
}
|
||
|
||
// 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, anisotropy]);
|
||
|
||
// Dispose cloned geometries and materials when the scene is replaced or
|
||
// the component unmounts, to prevent GPU memory from accumulating.
|
||
useEffect(() => {
|
||
return () => {
|
||
disposeClonedScene(clonedScene);
|
||
mixer?.uncacheRoot(clonedScene);
|
||
};
|
||
}, [clonedScene, mixer]);
|
||
|
||
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;
|
||
|
||
// Stream entity reference for imperative thread reads in useFrame.
|
||
// The entity is mutated in-place, so reading streamEntity?.threads
|
||
// always returns the latest value without requiring React re-renders.
|
||
const streamEntityRef = useRef(streamEntity);
|
||
streamEntityRef.current = streamEntity;
|
||
const handlePlayThreadRef = useRef<
|
||
((slot: number, seq: string) => void) | null
|
||
>(null);
|
||
const handleStopThreadRef = useRef<((slot: number) => void) | null>(null);
|
||
const prevDemoThreadsRef = useRef<StreamThreadState[] | 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;
|
||
}
|
||
const iflInfo = {
|
||
atlas,
|
||
sequenceName: info.iflSequence,
|
||
sequenceDuration: info.iflDuration,
|
||
cyclic: info.iflCyclic,
|
||
toolBegin: info.iflToolBegin,
|
||
};
|
||
iflAnimInfosRef.current.push(iflInfo);
|
||
iflMeshAtlasRef.current.set(info.mesh, atlas);
|
||
})
|
||
.catch((err) => {
|
||
log.warn("Failed to load IFL atlas for %s: %o", info.iflPath, err);
|
||
});
|
||
}
|
||
}, [iflMeshes]);
|
||
|
||
// DTS cyclic flags by sequence name. Cyclic sequences loop; non-cyclic
|
||
// play once and clamp. Falls back to assuming cyclic if data is absent.
|
||
const seqCyclicByName = useMemo(() => {
|
||
const map = new Map<string, boolean>();
|
||
const rawNames = gltf.scene.userData?.dts_sequence_names;
|
||
const rawCyclic = gltf.scene.userData?.dts_sequence_cyclic;
|
||
if (typeof rawNames === "string" && typeof rawCyclic === "string") {
|
||
try {
|
||
const names: string[] = JSON.parse(rawNames);
|
||
const cyclic: boolean[] = JSON.parse(rawCyclic);
|
||
for (let i = 0; i < names.length; i++) {
|
||
map.set(names[i].toLowerCase(), cyclic[i] ?? true);
|
||
}
|
||
} catch {
|
||
/* expected */
|
||
}
|
||
}
|
||
return map;
|
||
}, [gltf]);
|
||
|
||
// Animation setup.
|
||
//
|
||
// Mission mode (streamEntity absent): auto-play default looping sequences
|
||
// (power, ambient) so static shapes look alive. TorqueScript playThread/
|
||
// stopThread/pauseThread events can override if scripts are loaded.
|
||
//
|
||
// Demo/live mode (streamEntity present): no auto-play. The useFrame
|
||
// handler reads ghost ThreadMask data and drives everything.
|
||
useEffect(() => {
|
||
const threads = threadsRef.current;
|
||
const isMissionMode = streamEntityRef.current == null;
|
||
|
||
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 = result.material;
|
||
}
|
||
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: shapeNowSec(),
|
||
};
|
||
|
||
if (clip && mixer) {
|
||
const action = mixer.clipAction(clip);
|
||
const cyclic = seqCyclicByName.get(seqLower) ?? true;
|
||
if (cyclic) {
|
||
action.setLoop(LoopRepeat, Infinity);
|
||
} else {
|
||
action.setLoop(LoopOnce, 1);
|
||
action.clampWhenFinished = true;
|
||
}
|
||
action.reset().play();
|
||
thread.action = action;
|
||
}
|
||
|
||
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/live mode: no auto-play, useFrame drives from ghost data ──
|
||
if (!isMissionMode) {
|
||
return () => {
|
||
handlePlayThreadRef.current = null;
|
||
handleStopThreadRef.current = null;
|
||
prevDemoThreadsRef.current = undefined;
|
||
for (const slot of [...threads.keys()]) handleStopThread(slot);
|
||
};
|
||
}
|
||
|
||
// ── Mission mode ──
|
||
const unsubs: (() => void)[] = [];
|
||
|
||
// Subscribe to TorqueScript playThread/stopThread/pauseThread so
|
||
// scripts can control animations at runtime.
|
||
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;
|
||
}
|
||
},
|
||
),
|
||
);
|
||
}
|
||
|
||
// Start default looping sequences immediately. Thread slots match
|
||
// power.cs globals: $PowerThread=0, $AmbientThread=1.
|
||
const defaults: Array<[number, string]> = [
|
||
[0, "power"],
|
||
[1, "ambient"],
|
||
];
|
||
for (const [slot, seqName] of defaults) {
|
||
if (clipsByName.has(seqName) || visNodesBySequence.has(seqName)) {
|
||
handlePlayThread(slot, seqName);
|
||
}
|
||
}
|
||
|
||
return () => {
|
||
unsubs.forEach((fn) => fn());
|
||
handlePlayThreadRef.current = null;
|
||
handleStopThreadRef.current = null;
|
||
prevDemoThreadsRef.current = undefined;
|
||
for (const slot of [...threads.keys()]) handleStopThread(slot);
|
||
};
|
||
}, [
|
||
mixer,
|
||
clipsByName,
|
||
visNodesBySequence,
|
||
seqCyclicByName,
|
||
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 {
|
||
/* expected */
|
||
}
|
||
}
|
||
return gltf.animations.map((a) => a.name.toLowerCase());
|
||
}, [gltf]);
|
||
|
||
useFrame((_, delta) => {
|
||
const threads = threadsRef.current;
|
||
|
||
// In demo/live mode, scale animation by playback rate; freeze when paused.
|
||
// Check streamEntity existence (not .threads) so shapes without thread
|
||
// data (e.g. Items) also freeze correctly when paused.
|
||
const inDemo = streamEntityRef.current != null;
|
||
const playbackState = engineStore.getState().playback;
|
||
const effectDelta = !inDemo
|
||
? delta
|
||
: playbackState.status === "playing"
|
||
? delta * playbackState.rate
|
||
: 0;
|
||
|
||
// 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 = streamEntityRef.current?.threads;
|
||
const prevDemoThreads = prevDemoThreadsRef.current;
|
||
if (currentDemoThreads !== prevDemoThreads) {
|
||
const playThread = handlePlayThreadRef.current;
|
||
const stopThread = handleStopThreadRef.current;
|
||
// Don't consume thread data until handlers are ready — leave
|
||
// prevDemoThreadsRef unchanged so the change is re-detected next frame.
|
||
if (playThread && stopThread) {
|
||
prevDemoThreadsRef.current = currentDemoThreads;
|
||
// Use sparse arrays instead of Maps — thread indices are 0-3.
|
||
const currentBySlot: Array<StreamThreadState | undefined> = [];
|
||
if (currentDemoThreads) {
|
||
for (const t of currentDemoThreads) currentBySlot[t.index] = t;
|
||
}
|
||
const prevBySlot: Array<StreamThreadState | 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;
|
||
|
||
// When only atEnd changed (false→true) on a playing thread with
|
||
// the same sequence, the animation has finished on the server.
|
||
// Don't restart it — snap to the end pose so one-shot animations
|
||
// like "deploy" stay clamped instead of collapsing back.
|
||
const onlyAtEndChanged =
|
||
prev &&
|
||
prev.sequence === t.sequence &&
|
||
prev.state === t.state &&
|
||
t.state === 0 &&
|
||
!prev.atEnd &&
|
||
t.atEnd;
|
||
if (onlyAtEndChanged) {
|
||
const thread = threads.get(slot);
|
||
if (thread?.action) {
|
||
const clip = thread.action.getClip();
|
||
thread.action.time = t.forward ? clip.duration : 0;
|
||
thread.action.setLoop(LoopOnce, 1);
|
||
thread.action.clampWhenFinished = true;
|
||
thread.action.paused = true;
|
||
}
|
||
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 && animationEnabled) {
|
||
mixer.update(effectDelta);
|
||
}
|
||
|
||
// 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 = shapeNowSec() - 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 += effectDelta;
|
||
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 = shapeNowSec() - 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 (
|
||
<group rotation={[0, Math.PI / 2, 0]}>
|
||
<primitive object={clonedScene} />
|
||
{debugMode ? (
|
||
<FloatingLabel>
|
||
{object?._id}: {shapeName}
|
||
</FloatingLabel>
|
||
) : null}
|
||
</group>
|
||
);
|
||
});
|
||
|
||
function ShapeModelLoader({
|
||
streamEntity,
|
||
}: {
|
||
streamEntity?: { threads?: StreamThreadState[] };
|
||
}) {
|
||
const { shapeName } = useShapeInfo();
|
||
const gltf = useStaticShape(shapeName);
|
||
return <ShapeModel gltf={gltf} streamEntity={streamEntity} />;
|
||
}
|