Added expand controls to map dice
This commit is contained in:
124
src/components/map/dice/DiceScene.js
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124
src/components/map/dice/DiceScene.js
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@@ -0,0 +1,124 @@
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import React, { useRef, useEffect } from "react";
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import * as BABYLON from "babylonjs";
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import * as AMMO from "ammo.js";
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import "babylonjs-loaders";
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function DiceScene({ onSceneMount }) {
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const sceneRef = useRef();
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const engineRef = useRef();
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const canvasRef = useRef();
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const containerRef = useRef();
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useEffect(() => {
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const canvas = canvasRef.current;
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const engine = new BABYLON.Engine(canvas, true, {
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preserveDrawingBuffer: true,
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stencil: true,
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});
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const scene = new BABYLON.Scene(engine);
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scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);
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// Enable physics
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scene.enablePhysics(
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new BABYLON.Vector3(0, -98, 0),
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new BABYLON.AmmoJSPlugin(true, AMMO)
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);
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let camera = new BABYLON.TargetCamera(
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"camera",
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new BABYLON.Vector3(0, 85, 0),
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scene
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);
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camera.fov = 0.25;
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camera.setTarget(BABYLON.Vector3.Zero());
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onSceneMount && onSceneMount({ scene, engine, canvas });
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engineRef.current = engine;
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sceneRef.current = scene;
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engine.runRenderLoop(() => {
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const scene = sceneRef.current;
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const selectedMesh = selectedMeshRef.current;
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if (selectedMesh && scene) {
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const ray = scene.createPickingRay(
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scene.pointerX,
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scene.pointerY,
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BABYLON.Matrix.Identity(),
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camera
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);
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const currentPosition = selectedMesh.getAbsolutePosition();
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let newPosition = ray.origin.scale(camera.globalPosition.y);
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newPosition.y = currentPosition.y;
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const delta = newPosition.subtract(currentPosition);
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selectedMesh.setAbsolutePosition(newPosition);
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selectedMeshDeltaPositionRef.current = delta;
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}
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});
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const resizeObserver = new ResizeObserver((entries) => {
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engine.resize();
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for (let entry of entries) {
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canvasRef.current.width = entry.contentRect.width;
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canvasRef.current.height = entry.contentRect.height;
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}
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});
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resizeObserver.observe(containerRef.current);
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return () => {
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resizeObserver.disconnect();
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};
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}, [onSceneMount]);
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const selectedMeshRef = useRef();
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const selectedMeshDeltaPositionRef = useRef();
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function handlePointerDown() {
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const scene = sceneRef.current;
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if (scene) {
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const pickInfo = scene.pick(scene.pointerX, scene.pointerY);
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if (pickInfo.hit) {
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pickInfo.pickedMesh.physicsImpostor.setLinearVelocity(
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new BABYLON.Vector3(0, 0, 0)
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);
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pickInfo.pickedMesh.physicsImpostor.setAngularVelocity(
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new BABYLON.Vector3(0, 0, 0)
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);
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selectedMeshRef.current = pickInfo.pickedMesh;
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}
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}
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}
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function handlePointerUp() {
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const selectedMesh = selectedMeshRef.current;
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const deltaPosition = selectedMeshDeltaPositionRef.current;
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const scene = sceneRef.current;
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if (selectedMesh && scene && deltaPosition) {
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let impulse = deltaPosition.scale(1000 / scene.deltaTime);
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impulse.scale(5);
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impulse.y = Math.max(impulse.length() * 0.1, 0.5);
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selectedMesh.physicsImpostor.applyImpulse(
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impulse,
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selectedMesh
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.getAbsolutePosition()
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.add(new BABYLON.Vector3(0, Math.random() * 0.5 + 0.5, 0))
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);
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}
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selectedMeshRef.current = null;
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selectedMeshDeltaPositionRef.current = null;
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}
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return (
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<div
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style={{ width: "100%", height: "100%", overflow: "hidden" }}
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ref={containerRef}
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>
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<canvas
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onPointerDown={handlePointerDown}
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onPointerUp={handlePointerUp}
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ref={canvasRef}
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/>
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</div>
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);
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}
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export default DiceScene;
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