import { type AnimationEffect, type AnyNodeId, type Interactive, type ItemNode, type LightEffect, useInteractive, useRegistry, useScene, } from '@pascal-app/core' 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 { MeshStandardNodeMaterial } from 'three/webgpu' import { useNodeEvents } from '../../../hooks/use-node-events' import { resolveCdnUrl } from '../../../lib/asset-url' import { baseMaterial, glassMaterial } from '../../../lib/materials' import { useItemLightPool } from '../../../store/use-item-light-pool' import { requestItemMeshMetadataSync, setItemMeshMetadataSourceRoot, } from '../../../systems/item-mesh-metadata/sync-request' import { ErrorBoundary } from '../../error-boundary' import { NodeRenderer } from '../node-renderer' const getMaterialForOriginal = (original: Material): MeshStandardNodeMaterial => { if (original.name.toLowerCase() === 'glass') { return glassMaterial } return baseMaterial } const BrokenItemFallback = ({ node }: { node: ItemNode }) => { const handlers = useNodeEvents(node, 'item') const [w, h, d] = node.asset.dimensions return ( ) } export const ItemRenderer = ({ node }: { node: ItemNode }) => { const ref = useRef(null!) useRegistry(node.id, node.type, ref) return ( }> }> {node.children?.map((childId) => ( ))} ) } const previewMaterial = new MeshStandardNodeMaterial({ color: '#cccccc', roughness: 1, metalness: 0, depthTest: false, }) const previewOpacity = smoothstep(0.42, 0.55, positionLocal.y.add(time.mul(-0.2)).mul(10).fract()) previewMaterial.opacityNode = previewOpacity previewMaterial.transparent = true const PreviewModel = ({ node }: { node: ItemNode }) => { return ( ) } 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(null!) const { actions } = useAnimations(animations, ref) // 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().dirtyNodes.add(node.parentId as AnyNodeId) }, [node.parentId]) // Re-sync when GLTF `scene` or external `metadata` edits should invalidate cached footprint/bounds. // biome-ignore lint/correctness/useExhaustiveDependencies: intentional — asset load and metadata drive mesh-metadata sync useEffect(() => { const cloneRoot = ref.current if (!cloneRoot) return setItemMeshMetadataSourceRoot(node.id, cloneRoot) requestItemMeshMetadataSync(node.id) return () => { setItemMeshMetadataSourceRoot(node.id, null) } }, [node.id, node.metadata, scene]) 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)) 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) hasGlass = mesh.material.name === 'glass' } mesh.castShadow = !hasGlass mesh.receiveShadow = !hasGlass } }) }, [scene]) 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') ?? [] return ( <> {animations.length > 0 && ( )} {lightEffects.map((effect, i) => ( ))} ) } const ItemAnimation = ({ nodeId, animEffect, interactive, actions, animations, }: { nodeId: AnyNodeId animEffect: AnimationEffect | null interactive: Interactive | null actions: Record animations: { name: string }[] }) => { const activeClipRef = useRef(null) const fadingOutRef = useRef(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 }