Files
editor/packages/nodes/src/item/renderer.tsx
T

379 lines
12 KiB
TypeScript

'use client'
import {
type AnimationEffect,
type AnyNodeId,
getScaledDimensions,
type Interactive,
type ItemNode,
type LightEffect,
useInteractive,
useLiveNodeOverrides,
useRegistry,
useScene,
} from '@pascal-app/core'
import {
baseMaterial,
type ColorPreset,
createDefaultMaterial,
createSurfaceRoleMaterial,
ErrorBoundary,
glassMaterial,
NodeRenderer,
type RenderShading,
resolveCdnUrl,
useItemLightPool,
useNodeEvents,
useViewer,
} from '@pascal-app/viewer'
import { useAnimations } from '@react-three/drei'
import { Clone } from '@react-three/drei/core/Clone'
import { useGLTF } from '@react-three/drei/core/Gltf'
import { useFrame } from '@react-three/fiber'
import { Suspense, useEffect, useMemo, useRef } from 'react'
import type { AnimationAction, Group, Material, Mesh } from 'three'
import { MathUtils } from 'three'
import { positionLocal, smoothstep, time } from 'three/tsl'
import { RoofFaceHostFrame } from '../shared/roof-face-host'
type MutableMaterial = Material & {
depthTest?: boolean
opacity?: number
opacityNode?: unknown
transparent?: boolean
wireframe?: boolean
}
const getMaterialForOriginal = (
original: Material,
shading: RenderShading,
textures: boolean,
colorPreset: ColorPreset,
): Material => {
if (original.name.toLowerCase() === 'glass') {
return glassMaterial
}
if (!textures) return createSurfaceRoleMaterial('furnishing', colorPreset)
return baseMaterial(shading)
}
const BrokenItemFallback = ({ node }: { node: ItemNode }) => {
const handlers = useNodeEvents(node, 'item')
const shading = useViewer((s) => s.shading)
const [w, h, d] = node.asset.dimensions
const material = useMemo(() => {
const next = createDefaultMaterial('#ef4444', 1, shading) as MutableMaterial
next.opacity = 0.6
next.transparent = true
next.wireframe = true
next.needsUpdate = true
return next
}, [shading])
return (
<mesh position-y={h / 2} {...handlers}>
<boxGeometry args={[w, h, d]} />
<primitive attach="material" object={material} />
</mesh>
)
}
export const ItemRenderer = ({ node: storeNode }: { node: ItemNode }) => {
const ref = useRef<Group>(null!)
useRegistry(storeNode.id, storeNode.type, ref)
// Merge live drag overrides so the mesh transforms in real time during a
// drag (e.g. the in-world rotate gizmo). The handle writes the in-flight
// rotation to `useLiveNodeOverrides` on every pointer move and commits to
// the store only on release — without this merge the item would stay put
// until commit.
const liveOverrides = useLiveNodeOverrides((state) => state.get(storeNode.id as AnyNodeId))
const node = useMemo(
() => (liveOverrides ? ({ ...storeNode, ...liveOverrides } as ItemNode) : storeNode),
[storeNode, liveOverrides],
)
const roomClearPreview =
(node as ItemNode & { roomClearPreview?: unknown }).roomClearPreview === true
const content = (
<group position={node.position} ref={ref} rotation={node.rotation} visible={node.visible}>
{roomClearPreview ? (
<ClearPreviewModel node={node} />
) : (
<>
<ErrorBoundary fallback={<BrokenItemFallback node={node} />}>
<Suspense fallback={<PreviewModel node={node} />}>
<ModelRenderer node={node} />
</Suspense>
</ErrorBoundary>
{node.children?.map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</>
)}
</group>
)
if (!node.roofSegmentId) return content
return (
<RoofFaceHostFrame roofFace={node.roofFace} roofSegmentId={node.roofSegmentId}>
{content}
</RoofFaceHostFrame>
)
}
const previewOpacity = smoothstep(0.42, 0.55, positionLocal.y.add(time.mul(-0.2)).mul(10).fract())
const previewMaterialCache = new Map<RenderShading, Material>()
function getPreviewMaterial(shading: RenderShading): Material {
const cached = previewMaterialCache.get(shading)
if (cached) return cached
const material = createDefaultMaterial('#cccccc', 1, shading) as MutableMaterial
material.depthTest = false
material.opacityNode = previewOpacity
material.transparent = true
material.needsUpdate = true
previewMaterialCache.set(shading, material)
return material
}
const PreviewModel = ({ node }: { node: ItemNode }) => {
const shading = useViewer((s) => s.shading)
return (
<mesh material={getPreviewMaterial(shading)} position-y={node.asset.dimensions[1] / 2}>
<boxGeometry
args={[node.asset.dimensions[0], node.asset.dimensions[1], node.asset.dimensions[2]]}
/>
</mesh>
)
}
const ClearPreviewModel = ({ node }: { node: ItemNode }) => {
const shading = useViewer((s) => s.shading)
const [w, h, d] = getScaledDimensions(node)
const material = useMemo(() => {
const next = createDefaultMaterial('#ef4444', 1, shading) as MutableMaterial
next.depthTest = false
next.opacity = 0.35
next.transparent = true
next.wireframe = true
next.needsUpdate = true
return next
}, [shading])
return (
<mesh material={material} position-y={h / 2}>
<boxGeometry args={[w, h, d]} />
</mesh>
)
}
const multiplyScales = (
a: [number, number, number],
b: [number, number, number],
): [number, number, number] => [a[0] * b[0], a[1] * b[1], a[2] * b[2]]
const ModelRenderer = ({ node }: { node: ItemNode }) => {
const { scene, nodes, animations } = useGLTF(resolveCdnUrl(node.asset.src) || '')
const ref = useRef<Group>(null!)
const { actions } = useAnimations(animations, ref)
const shading = useViewer((s) => s.shading)
const textures = useViewer((s) => s.textures)
const colorPreset = useViewer((s) => s.colorPreset)
// Freeze the interactive definition at mount — asset schemas don't change at runtime
const interactiveRef = useRef(node.asset.interactive)
if (nodes.cutout) {
nodes.cutout.visible = false
}
const handlers = useNodeEvents(node, 'item')
useEffect(() => {
if (!node.parentId) return
useScene.getState().markDirty(node.parentId as AnyNodeId)
}, [node.parentId])
useEffect(() => {
const interactive = interactiveRef.current
if (!interactive) return
useInteractive.getState().initItem(node.id, interactive)
return () => useInteractive.getState().removeItem(node.id)
}, [node.id])
useMemo(() => {
scene.traverse((child) => {
if ((child as Mesh).isMesh) {
const mesh = child as Mesh
if (mesh.name === 'cutout') {
child.visible = false
return
}
let hasGlass = false
// Handle both single material and material array cases
if (Array.isArray(mesh.material)) {
mesh.material = mesh.material.map((mat) =>
getMaterialForOriginal(mat, shading, textures, colorPreset),
)
hasGlass = mesh.material.some((mat) => mat.name === 'glass')
// Fix geometry groups that reference materialIndex beyond the material
// array length — this causes three-mesh-bvh to crash with
// "Cannot read properties of undefined (reading 'side')"
const matCount = mesh.material.length
if (mesh.geometry.groups.length > 0) {
for (const group of mesh.geometry.groups) {
if (group.materialIndex !== undefined && group.materialIndex >= matCount) {
group.materialIndex = 0
}
}
}
} else {
mesh.material = getMaterialForOriginal(mesh.material, shading, textures, colorPreset)
hasGlass = mesh.material.name === 'glass'
}
mesh.castShadow = !hasGlass
mesh.receiveShadow = !hasGlass
}
})
}, [scene, shading, textures, colorPreset])
const interactive = interactiveRef.current
const animEffect =
interactive?.effects.find((e): e is AnimationEffect => e.kind === 'animation') ?? null
const lightEffects =
interactive?.effects.filter((e): e is LightEffect => e.kind === 'light') ?? []
// useGLTF caches scenes, and Clone shares child geometry/material references.
// Undo can unmount one item while another clone of the same asset still needs them.
return (
<>
<Clone
dispose={null}
object={scene}
position={node.asset.offset}
ref={ref}
rotation={node.asset.rotation}
scale={multiplyScales(node.asset.scale || [1, 1, 1], node.scale || [1, 1, 1])}
{...handlers}
/>
{animations.length > 0 && (
<ItemAnimation
actions={actions}
animations={animations}
animEffect={animEffect}
interactive={interactive ?? null}
nodeId={node.id}
/>
)}
{lightEffects.map((effect, i) => (
<ItemLightRegistrar
effect={effect}
index={i}
interactive={interactive!}
key={i}
nodeId={node.id}
/>
))}
</>
)
}
const ItemAnimation = ({
nodeId,
animEffect,
interactive,
actions,
animations,
}: {
nodeId: AnyNodeId
animEffect: AnimationEffect | null
interactive: Interactive | null
actions: Record<string, AnimationAction | null>
animations: { name: string }[]
}) => {
const activeClipRef = useRef<string | null>(null)
const fadingOutRef = useRef<AnimationAction | null>(null)
// Reactive: derive target clip name — only re-renders when the clip name itself changes
const targetClip = useInteractive((s) => {
const values = s.items[nodeId]?.controlValues
if (!animEffect) return animations[0]?.name ?? null
const toggleIndex = interactive!.controls.findIndex((c) => c.kind === 'toggle')
const isOn = toggleIndex >= 0 ? Boolean(values?.[toggleIndex]) : false
return isOn
? (animEffect.clips.on ?? null)
: (animEffect.clips.off ?? animEffect.clips.loop ?? null)
})
// When target clip changes: kick off the transition
useEffect(() => {
// Cancel any ongoing fade-out immediately
if (fadingOutRef.current) {
fadingOutRef.current.timeScale = 0
fadingOutRef.current = null
}
// Move current clip to fade-out
if (activeClipRef.current && activeClipRef.current !== targetClip) {
const old = actions[activeClipRef.current]
if (old?.isRunning()) fadingOutRef.current = old
}
// Start new clip at timeScale 0.01 (as 0 would cause isRunning to be false and thus not play at all), then fade in to 1
activeClipRef.current = targetClip
if (targetClip) {
const next = actions[targetClip]
if (next) {
next.timeScale = 0.01
next.play()
}
}
}, [targetClip, actions])
// useFrame: only lerping — no logic
useFrame((_, delta) => {
if (fadingOutRef.current) {
const action = fadingOutRef.current
action.timeScale = MathUtils.lerp(action.timeScale, 0, Math.min(delta * 5, 1))
if (action.timeScale < 0.01) {
action.timeScale = 0
fadingOutRef.current = null
}
}
if (activeClipRef.current) {
const action = actions[activeClipRef.current]
if (action?.isRunning() && action.timeScale < 1) {
action.timeScale = MathUtils.lerp(action.timeScale, 1, Math.min(delta * 5, 1))
if (1 - action.timeScale < 0.01) action.timeScale = 1
}
}
})
return null
}
const ItemLightRegistrar = ({
nodeId,
effect,
interactive,
index,
}: {
nodeId: AnyNodeId
effect: LightEffect
interactive: Interactive
index: number
}) => {
useEffect(() => {
const key = `${nodeId}:${index}`
useItemLightPool.getState().register(key, nodeId, effect, interactive)
return () => useItemLightPool.getState().unregister(key)
}, [nodeId, index, effect, interactive])
return null
}
export default ItemRenderer