171 lines
5.6 KiB
TypeScript
171 lines
5.6 KiB
TypeScript
import {
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type AnyNodeId,
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emitter,
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sceneRegistry,
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useInteractive,
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useScene,
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type WindowNode,
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} from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import {
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AWNING_WINDOW_SASH_NAME,
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CASEMENT_WINDOW_SASH_NAME,
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DOUBLE_HUNG_BOTTOM_SASH_NAME,
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DOUBLE_HUNG_TOP_SASH_NAME,
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FRENCH_CASEMENT_LEFT_SASH_NAME,
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FRENCH_CASEMENT_RIGHT_SASH_NAME,
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HOPPER_WINDOW_SASH_NAME,
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LOUVERED_WINDOW_SLATS_NAME,
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SINGLE_HUNG_ACTIVE_SASH_NAME,
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SLIDING_WINDOW_ACTIVE_PANEL_NAME,
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} from './window-system'
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const easeWindowAnimation = (value: number) => value * value * (3 - 2 * value)
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function markWindowDirty(windowId: AnyNodeId) {
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const scene = useScene.getState()
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const node = scene.nodes[windowId]
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scene.dirtyNodes.add(windowId)
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}
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function applyDirectWindowAnimation(windowId: AnyNodeId, value: number) {
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const node = useScene.getState().nodes[windowId]
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if (node?.type !== 'window') return false
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const mesh = sceneRegistry.nodes.get(windowId)
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if (node.windowType === 'sliding') {
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const activePanel = mesh?.getObjectByName(SLIDING_WINDOW_ACTIVE_PANEL_NAME)
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if (!activePanel) return false
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const innerW = node.width - 2 * node.frameThickness
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const panelOverlap = Math.min(Math.max(node.frameThickness * 0.9, 0.04), innerW * 0.12)
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const travel = Math.max(innerW / 2 - panelOverlap, 0) * value
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activePanel.position.x = -innerW / 4 - panelOverlap / 4 + travel
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return true
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}
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if (node.windowType === 'single-hung') {
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const activeSash = mesh?.getObjectByName(SINGLE_HUNG_ACTIVE_SASH_NAME)
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if (!activeSash) return false
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const innerH = node.height - 2 * node.frameThickness
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const panelOverlap = Math.min(Math.max(node.frameThickness * 0.9, 0.04), innerH * 0.12)
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const travel = Math.max(innerH / 2 - panelOverlap, 0) * value
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activeSash.position.y = -innerH / 4 - panelOverlap / 4 + travel
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return true
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}
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if (node.windowType === 'double-hung') {
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const topSash = mesh?.getObjectByName(DOUBLE_HUNG_TOP_SASH_NAME)
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const bottomSash = mesh?.getObjectByName(DOUBLE_HUNG_BOTTOM_SASH_NAME)
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if (!(topSash && bottomSash)) return false
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const innerH = node.height - 2 * node.frameThickness
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const panelOverlap = Math.min(Math.max(node.frameThickness * 0.9, 0.04), innerH * 0.12)
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const travel = Math.max(innerH / 2 - panelOverlap, 0) * value
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topSash.position.y = innerH / 4 + panelOverlap / 4 - travel
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bottomSash.position.y = -innerH / 4 - panelOverlap / 4 + travel
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return true
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}
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if (node.windowType === 'louvered') {
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const slats = mesh?.getObjectByName(LOUVERED_WINDOW_SLATS_NAME)
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if (!slats) return false
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const slatAngle = -value * (Math.PI / 3)
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for (const slat of slats.children) {
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slat.rotation.x = slatAngle
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}
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return true
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}
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if (node.windowType === 'casement') {
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if ((node.casementStyle ?? 'single') === 'french') {
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const leftSash = mesh?.getObjectByName(FRENCH_CASEMENT_LEFT_SASH_NAME)
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const rightSash = mesh?.getObjectByName(FRENCH_CASEMENT_RIGHT_SASH_NAME)
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if (!(leftSash && rightSash)) return false
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leftSash.rotation.y = -value * (Math.PI / 2)
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rightSash.rotation.y = value * (Math.PI / 2)
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return true
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}
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const sash = mesh?.getObjectByName(CASEMENT_WINDOW_SASH_NAME)
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if (!sash) return false
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const hingeSign = (node.hingesSide ?? 'left') === 'left' ? -1 : 1
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sash.rotation.y = hingeSign * value * (Math.PI / 2)
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return true
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}
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if (node.windowType === 'awning') {
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const sash = mesh?.getObjectByName(AWNING_WINDOW_SASH_NAME)
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if (!sash) return false
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sash.rotation.x = -value * (Math.PI / 3)
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return true
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}
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if (node.windowType === 'hopper') {
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const sash =
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mesh?.getObjectByName(AWNING_WINDOW_SASH_NAME) ??
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mesh?.getObjectByName(HOPPER_WINDOW_SASH_NAME)
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if (!sash) return false
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sash.rotation.x = -value * (Math.PI / 3)
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return true
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}
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return false
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}
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export const WindowAnimationSystem = () => {
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useFrame(({ clock }) => {
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const interactive = useInteractive.getState()
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const entries = Object.entries(interactive.windowAnimations)
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if (entries.length === 0) return
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const now = clock.getElapsedTime() * 1000
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for (const [windowId, animation] of entries) {
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const typedWindowId = windowId as AnyNodeId
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const scene = useScene.getState()
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const node = scene.nodes[typedWindowId]
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if (node?.type !== 'window') {
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interactive.cancelWindowAnimation(typedWindowId)
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interactive.removeWindowOpenState(typedWindowId)
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continue
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}
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const startedAt = animation.startedAt ?? now
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if (animation.startedAt === null) {
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interactive.startWindowAnimation(typedWindowId, { ...animation, startedAt })
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}
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const progress = Math.min(1, (now - startedAt) / animation.durationMs)
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const value = animation.from + (animation.to - animation.from) * easeWindowAnimation(progress)
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interactive.setWindowOpenState(typedWindowId, { [animation.field]: value })
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const appliedDirectly = applyDirectWindowAnimation(typedWindowId, value)
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if (!appliedDirectly) markWindowDirty(typedWindowId)
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if (progress < 1) continue
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interactive.cancelWindowAnimation(typedWindowId)
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if (animation.persist) {
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scene.updateNode(typedWindowId, { [animation.field]: animation.to })
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interactive.removeWindowOpenState(typedWindowId)
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markWindowDirty(typedWindowId)
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} else {
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interactive.setWindowOpenState(typedWindowId, { [animation.field]: animation.to })
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}
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emitter.emit('window:animation-completed', {
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windowId: typedWindowId as WindowNode['id'],
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field: animation.field,
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})
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}
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}, 2)
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return null
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}
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