t2-mapper/src/components/GenericShape.tsx
2025-11-30 11:51:27 -08:00

143 lines
4.3 KiB
TypeScript

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