Files
blitzkit/src/app/tools/tankopedia/[id]/components/Model/TankSandbox.tsx
T
2024-07-13 20:01:45 -05:00

156 lines
4.8 KiB
TypeScript

import { PerspectiveCamera } from '@react-three/drei';
import { Canvas } from '@react-three/fiber';
import { Suspense, use, useEffect, useRef } from 'react';
import { Armor } from '../../../../../../components/Armor';
import { ShotDisplay } from '../../../../../../components/Armor/components/ShotDisplay';
import { applyPitchYawLimits } from '../../../../../../core/blitz/applyPitchYawLimits';
import { modelDefinitions } from '../../../../../../core/blitzkit/modelDefinitions';
import { modelTransformEvent } from '../../../../../../core/blitzkit/modelTransform';
import { Pose, poseEvent } from '../../../../../../core/blitzkit/pose';
import { useEquipment } from '../../../../../../hooks/useEquipment';
import * as Duel from '../../../../../../stores/duel';
import * as TankopediaEphemeral from '../../../../../../stores/tankopediaEphemeral';
import { Controls } from '../Control';
import { Lighting } from '../Lighting';
import { SceneProps } from '../SceneProps';
import { ModelLoader } from './components/ModelLoader';
import { TankModel } from './components/TankModel';
export function TankSandbox() {
const mutateTankopediaEphemeral = TankopediaEphemeral.useMutation();
const canvas = useRef<HTMLCanvasElement>(null);
const hasImprovedVerticalStabilizer = useEquipment(122);
const awaitedModelDefinitions = use(modelDefinitions);
const protagonist = Duel.use((state) => state.protagonist);
const mutateDuel = Duel.useMutation();
const tankModelDefinition = awaitedModelDefinitions[protagonist.tank.id];
const turretModelDefinition =
tankModelDefinition.turrets[protagonist.turret.id];
const gunModelDefinition = turretModelDefinition.guns[protagonist.gun.id];
function handlePointerDown() {
window.addEventListener('pointermove', handlePointerMove);
window.addEventListener('pointerup', handlePointerUp);
}
function handlePointerMove(event: PointerEvent) {
event.preventDefault();
}
function handlePointerUp(event: PointerEvent) {
event.preventDefault();
window.removeEventListener('pointermove', handlePointerMove);
window.removeEventListener('pointerup', handlePointerUp);
}
useEffect(() => {
function handlePoseEvent(pose: Pose) {
switch (pose) {
case Pose.HullDown: {
mutateDuel((draft) => {
const [pitch, yaw] = applyPitchYawLimits(
-Infinity,
0,
gunModelDefinition.pitch,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
);
modelTransformEvent.emit({ pitch, yaw });
draft.protagonist.pitch = pitch;
draft.protagonist.yaw = yaw;
});
break;
}
case Pose.FaceHug: {
mutateDuel((draft) => {
const [pitch, yaw] = applyPitchYawLimits(
Infinity,
0,
gunModelDefinition.pitch,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
);
modelTransformEvent.emit({ pitch, yaw });
draft.protagonist.pitch = pitch;
draft.protagonist.yaw = yaw;
});
break;
}
case Pose.Default:
mutateDuel((draft) => {
const [pitch, yaw] = applyPitchYawLimits(
0,
0,
gunModelDefinition.pitch,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
);
modelTransformEvent.emit({ pitch, yaw });
draft.protagonist.pitch = pitch;
draft.protagonist.yaw = yaw;
});
break;
}
}
poseEvent.on(handlePoseEvent);
return () => {
poseEvent.off(handlePoseEvent);
};
});
useEffect(() => {
mutateDuel((draft) => {
[draft.protagonist.pitch, draft.protagonist.yaw] = applyPitchYawLimits(
draft.protagonist.pitch,
draft.protagonist.yaw,
gunModelDefinition.pitch,
turretModelDefinition.yaw,
hasImprovedVerticalStabilizer,
);
});
}, [protagonist.gun, protagonist.turret]);
return (
<Canvas
gl={{
clippingPlanes: Object.freeze([]),
localClippingEnabled: true,
}}
shadows
ref={canvas}
onPointerDown={handlePointerDown}
onPointerMissed={() => {
mutateTankopediaEphemeral((draft) => {
draft.shot = undefined;
});
}}
style={{
userSelect: 'none',
}}
>
<PerspectiveCamera makeDefault fov={25} far={32} />
<Controls />
<SceneProps />
<TankModel />
{/* idk why the shot display doesn't work without suspense here lol */}
<Suspense fallback={<ModelLoader />}>
<Armor />
<Lighting />
</Suspense>
<ShotDisplay />
</Canvas>
);
}