@xrift/world-components 0.40.1 → 0.41.0

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@@ -1,19 +1,26 @@
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  import { type Object3D } from 'three';
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  /**
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  * Y軸ビルボードフック
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- * 対象の Object3D を毎フレームカメラに向けてY軸のみ回転させる
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- * 親のワールド回転を考慮し、ローカル回転として正しい値を設定する
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+ * 対象の Object3D を毎フレームカメラに向けて Y 軸のみ回転させる。
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+ * 親のワールド回転を考慮し、ローカル回転として正しい値を設定する。
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  *
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- * 2つの sentinel メッシュ(pre/post)により、Mirror(Reflector)の
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- * ネステッドレンダーと WebXR の両方に対応する。
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- * - pre-sentinel (renderOrder=-Infinity): 回転を保存 カメラ用に設定
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- * - post-sentinel (renderOrder=+Infinity): 保存した回転を復元
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- * スタック構造で多重ネスト(Mirror + WebXR左右眼)にも対応。
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+ * 実装方針:
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+ * - useFrame で renderer.render() の前に rotation を確定する
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+ * - 1 フレーム中に複数の renderer.render 呼び出しがあっても全て同じ matrixWorld
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+ * を使うので、複数 BillboardY 同居や opaque/transparent 混在でも安定して動作する
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  *
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- * WebXR安全性:
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- * - setFromMatrixPosition(): matrixWorldを直接読み取り、updateWorldMatrixを呼ばない
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- * - decompose(): 同上
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- * - target.updateWorldMatrix(false, true): targetとその子のみ更新、カメラには触れない
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+ * カメラ真上/真下対応:
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+ * - target がカメラの真上/真下にあると atan2(0, 0) が暴れるため、水平距離が
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+ * {@link NEAR_CAMERA_DIST_SQ} 以下のときは「カメラの視線方向 1m 先」を
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+ * 仮想カメラ位置として使い、そこから target を見ているとして rotation を計算する
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+ * (視線方向に合わせて billboard が回転する形になる)
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+ * - 視線が真上/真下のときは forward の XZ 成分が無くなるので前フレームの rotation
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+ * を保持する
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+ *
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+ * 既知の制約:
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+ * - Mirror(Reflector)の鏡像内では billboard が「鏡カメラに向く」挙動はしない
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+ * (メインカメラ向きで固定される)。鏡像内でも正しい向きにしたいケースは
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+ * 別途検討が必要(issue #173 参照)。
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  */
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  export declare const useBillboardY: <T extends Object3D>() => import("react").RefObject<T>;
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  //# sourceMappingURL=hooks.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"hooks.d.ts","sourceRoot":"","sources":["../../../src/components/BillboardY/hooks.ts"],"names":[],"mappings":"AACA,OAAO,EAML,KAAK,QAAQ,EAGd,MAAM,OAAO,CAAA;AA4Bd;;;;;;;;;;;;;;;GAeG;AACH,eAAO,MAAM,aAAa,GAAI,CAAC,SAAS,QAAQ,mCAuG/C,CAAA"}
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+ {"version":3,"file":"hooks.d.ts","sourceRoot":"","sources":["../../../src/components/BillboardY/hooks.ts"],"names":[],"mappings":"AAEA,OAAO,EAEL,KAAK,QAAQ,EAGd,MAAM,OAAO,CAAA;AAuBd;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,aAAa,GAAI,CAAC,SAAS,QAAQ,mCAiD/C,CAAA"}
@@ -1,112 +1,85 @@
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- import { useEffect, useRef } from 'react';
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- import { BoxGeometry, Euler, Mesh, MeshBasicMaterial, Quaternion, Vector3, } from 'three';
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+ import { useRef } from 'react';
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+ import { useFrame } from '@react-three/fiber';
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+ import { Euler, Quaternion, Vector3, } from 'three';
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  import { getBillboardYRotation } from './utils';
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  const _cameraWorldPos = new Vector3();
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  const _targetWorldPos = new Vector3();
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+ const _cameraForward = new Vector3();
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+ const _virtualCameraPos = new Vector3();
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  const _parentQuat = new Quaternion();
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  const _parentPos = new Vector3();
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  const _parentScale = new Vector3();
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  const _euler = new Euler();
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- const SENTINEL_GEOMETRY = new BoxGeometry(0.001, 0.001, 0.001);
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- // Three.js はレンダーリストを opaque → transparent の順で処理する。
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- // renderOrder はリスト内のソートにのみ影響するため、
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- // opaque/transparent 両方の子要素に対応するには両方のリストに sentinel が必要。
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- const OPAQUE_MATERIAL = new MeshBasicMaterial({
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- colorWrite: false,
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- depthWrite: false,
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- depthTest: false,
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- });
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- const TRANSPARENT_MATERIAL = new MeshBasicMaterial({
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- colorWrite: false,
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- depthWrite: false,
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- depthTest: false,
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- transparent: true,
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- opacity: 0,
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- });
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+ /** カメラとターゲットが水平方向にこれ以下に近接していたら「仮想カメラ位置」へ
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+ * フォールバックする閾値。0.1m = 10cm。
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+ *
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+ * 自分の頭上に置く NameTag / TagDisplay のように XZ 座標がカメラと一致するケースで
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+ * atan2(0, 0) が暴れるのを防ぐ。歩行時の frame ラグ(〜25mm/frame)や
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+ * 走行時のラグ(〜83mm/frame)もこの範囲に収まる。 */
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+ const NEAR_CAMERA_DIST_SQ = 0.01; // (0.1m)²
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+ /** 仮想カメラを実カメラの視線方向何メートル先に置くか */
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+ const VIRTUAL_CAMERA_DISTANCE = 1.0;
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  /**
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  * Y軸ビルボードフック
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- * 対象の Object3D を毎フレームカメラに向けてY軸のみ回転させる
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- * 親のワールド回転を考慮し、ローカル回転として正しい値を設定する
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+ * 対象の Object3D を毎フレームカメラに向けて Y 軸のみ回転させる。
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+ * 親のワールド回転を考慮し、ローカル回転として正しい値を設定する。
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+ *
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+ * 実装方針:
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+ * - useFrame で renderer.render() の前に rotation を確定する
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+ * - 1 フレーム中に複数の renderer.render 呼び出しがあっても全て同じ matrixWorld
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+ * を使うので、複数 BillboardY 同居や opaque/transparent 混在でも安定して動作する
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  *
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- * 2つの sentinel メッシュ(pre/post)により、Mirror(Reflector)の
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- * ネステッドレンダーと WebXR の両方に対応する。
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- * - pre-sentinel (renderOrder=-Infinity): 回転を保存 → カメラ用に設定
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- * - post-sentinel (renderOrder=+Infinity): 保存した回転を復元
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- * スタック構造で多重ネスト(Mirror + WebXR左右眼)にも対応。
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+ * カメラ真上/真下対応:
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+ * - target がカメラの真上/真下にあると atan2(0, 0) が暴れるため、水平距離が
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+ * {@link NEAR_CAMERA_DIST_SQ} 以下のときは「カメラの視線方向 1m 先」を
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+ * 仮想カメラ位置として使い、そこから target を見ているとして rotation を計算する
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+ * (視線方向に合わせて billboard が回転する形になる)
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+ * - 視線が真上/真下のときは forward の XZ 成分が無くなるので前フレームの rotation
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+ * を保持する
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  *
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- * WebXR安全性:
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- * - setFromMatrixPosition(): matrixWorldを直接読み取り、updateWorldMatrixを呼ばない
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- * - decompose(): 同上
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- * - target.updateWorldMatrix(false, true): targetとその子のみ更新、カメラには触れない
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+ * 既知の制約:
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+ * - Mirror(Reflector)の鏡像内では billboard が「鏡カメラに向く」挙動はしない
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+ * (メインカメラ向きで固定される)。鏡像内でも正しい向きにしたいケースは
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+ * 別途検討が必要(issue #173 参照)。
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  */
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  export const useBillboardY = () => {
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  const ref = useRef(null);
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- useEffect(() => {
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- if (!ref.current)
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- return;
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+ useFrame(({ camera }) => {
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  const target = ref.current;
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- // 回転の save/restore 用スタック
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- const savedRotations = [];
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- const applyRotation = (camera) => {
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- savedRotations.push(target.rotation.y);
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- // WebXR安全: matrixWorldを直接読み取り、updateWorldMatrixを呼ばない
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- _cameraWorldPos.setFromMatrixPosition(camera.matrixWorld);
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- _targetWorldPos.setFromMatrixPosition(target.matrixWorld);
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- const worldRotationY = getBillboardYRotation(_cameraWorldPos, _targetWorldPos);
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- if (target.parent) {
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- target.parent.matrixWorld.decompose(_parentPos, _parentQuat, _parentScale);
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- _euler.setFromQuaternion(_parentQuat, 'YXZ');
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- target.rotation.y = worldRotationY - _euler.y;
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- }
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- else {
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- target.rotation.y = worldRotationY;
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- }
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- target.updateWorldMatrix(false, true);
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- };
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- const restoreRotation = () => {
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- const saved = savedRotations.pop();
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- if (saved !== undefined) {
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- target.rotation.y = saved;
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- target.updateWorldMatrix(false, true);
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+ if (!target)
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+ return;
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+ _cameraWorldPos.setFromMatrixPosition(camera.matrixWorld);
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+ _targetWorldPos.setFromMatrixPosition(target.matrixWorld);
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+ // 通常はカメラ実位置を使う
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+ let refPos = _cameraWorldPos;
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+ const dx = _cameraWorldPos.x - _targetWorldPos.x;
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+ const dz = _cameraWorldPos.z - _targetWorldPos.z;
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+ if (dx * dx + dz * dz < NEAR_CAMERA_DIST_SQ) {
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+ // カメラが target の真上/真下付近 → 視線方向 1m 先を仮想カメラ位置に
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+ camera.getWorldDirection(_cameraForward);
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+ _cameraForward.y = 0;
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+ const fwdLenSq = _cameraForward.x * _cameraForward.x +
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+ _cameraForward.z * _cameraForward.z;
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+ if (fwdLenSq < NEAR_CAMERA_DIST_SQ) {
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+ // 視線が真上/真下 → 前フレームの rotation を保持
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+ return;
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  }
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- };
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- // opaque リスト用 sentinel
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- const opaquePreSentinel = new Mesh(SENTINEL_GEOMETRY, OPAQUE_MATERIAL);
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- opaquePreSentinel.frustumCulled = false;
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- opaquePreSentinel.renderOrder = -Infinity;
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- opaquePreSentinel.onBeforeRender = (_r, _s, camera) => applyRotation(camera);
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- const opaquePostSentinel = new Mesh(SENTINEL_GEOMETRY, OPAQUE_MATERIAL);
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- opaquePostSentinel.frustumCulled = false;
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- opaquePostSentinel.renderOrder = Infinity;
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- opaquePostSentinel.onBeforeRender = restoreRotation;
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- // transparent リスト用 sentinel
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- const transparentPreSentinel = new Mesh(SENTINEL_GEOMETRY, TRANSPARENT_MATERIAL);
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- transparentPreSentinel.frustumCulled = false;
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- transparentPreSentinel.renderOrder = -Infinity;
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- transparentPreSentinel.onBeforeRender = (_r, _s, camera) => applyRotation(camera);
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- const transparentPostSentinel = new Mesh(SENTINEL_GEOMETRY, TRANSPARENT_MATERIAL);
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- transparentPostSentinel.frustumCulled = false;
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- transparentPostSentinel.renderOrder = Infinity;
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- transparentPostSentinel.onBeforeRender = restoreRotation;
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- const sentinels = [
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- opaquePreSentinel,
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- opaquePostSentinel,
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- transparentPreSentinel,
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- transparentPostSentinel,
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- ];
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- // どのカメラのレイヤー設定でも projection を通すため全レイヤーを有効化
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- // (sentinel は colorWrite/depthWrite 全 off なので描画自体は無害)
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- for (const s of sentinels) {
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- s.layers.enableAll();
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- target.add(s);
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+ _cameraForward.normalize();
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+ _virtualCameraPos
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+ .copy(_cameraWorldPos)
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+ .addScaledVector(_cameraForward, VIRTUAL_CAMERA_DISTANCE);
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+ refPos = _virtualCameraPos;
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  }
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- return () => {
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- for (const s of sentinels) {
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- s.onBeforeRender = () => { };
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- target.remove(s);
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- }
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- };
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- }, []);
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+ const worldRotationY = getBillboardYRotation(refPos, _targetWorldPos);
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+ if (target.parent) {
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+ target.parent.matrixWorld.decompose(_parentPos, _parentQuat, _parentScale);
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+ _euler.setFromQuaternion(_parentQuat, 'YXZ');
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+ target.rotation.y = worldRotationY - _euler.y;
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+ }
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+ else {
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+ target.rotation.y = worldRotationY;
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+ }
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+ });
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  return ref;
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  };
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  //# sourceMappingURL=hooks.js.map
@@ -1 +1 @@
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@@ -1,9 +1,12 @@
1
+ import type { MutableRefObject } from 'react';
2
+ import type { PlayerMovement } from '../../../types/movement';
1
3
  interface Props {
2
4
  moveSpeed: number;
3
5
  spawnPosition: [number, number, number];
4
6
  respawnThreshold: number;
5
7
  allowInfiniteJump: boolean;
8
+ movementRef?: MutableRefObject<PlayerMovement>;
6
9
  }
7
- export declare function PhysicsPlayer({ moveSpeed, spawnPosition, respawnThreshold, allowInfiniteJump, }: Props): import("react/jsx-runtime").JSX.Element;
10
+ export declare function PhysicsPlayer({ moveSpeed, spawnPosition, respawnThreshold, allowInfiniteJump, movementRef, }: Props): import("react/jsx-runtime").JSX.Element;
8
11
  export {};
9
12
  //# sourceMappingURL=PhysicsPlayer.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"PhysicsPlayer.d.ts","sourceRoot":"","sources":["../../../../src/components/DevEnvironment/components/PhysicsPlayer.tsx"],"names":[],"mappings":"AAoBA,UAAU,KAAK;IACb,SAAS,EAAE,MAAM,CAAA;IACjB,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IACvC,gBAAgB,EAAE,MAAM,CAAA;IACxB,iBAAiB,EAAE,OAAO,CAAA;CAC3B;AAID,wBAAgB,aAAa,CAAC,EAC5B,SAAS,EACT,aAAa,EACb,gBAAgB,EAChB,iBAAiB,GAClB,EAAE,KAAK,2CAoNP"}
1
+ {"version":3,"file":"PhysicsPlayer.d.ts","sourceRoot":"","sources":["../../../../src/components/DevEnvironment/components/PhysicsPlayer.tsx"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,OAAO,CAAA;AAY7C,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,yBAAyB,CAAA;AAU7D,UAAU,KAAK;IACb,SAAS,EAAE,MAAM,CAAA;IACjB,aAAa,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IACvC,gBAAgB,EAAE,MAAM,CAAA;IACxB,iBAAiB,EAAE,OAAO,CAAA;IAC1B,WAAW,CAAC,EAAE,gBAAgB,CAAC,cAAc,CAAC,CAAA;CAC/C;AAED,wBAAgB,aAAa,CAAC,EAC5B,SAAS,EACT,aAAa,EACb,gBAAgB,EAChB,iBAAiB,EACjB,WAAW,GACZ,EAAE,KAAK,2CA0OP"}
@@ -5,9 +5,8 @@ import { CapsuleCollider, CuboidCollider, RigidBody, } from '@react-three/rapier
5
5
  import { Vector3 } from 'three';
6
6
  import { useSpawnPoint } from '../../../hooks/useSpawnPoint';
7
7
  import { LAYERS } from '../../../constants/layers';
8
- import { PLAYER_HALF_HEIGHT, PLAYER_RADIUS, JUMP_VELOCITY, LINEAR_DAMPING, CAMERA_Y_OFFSET, } from '../constants';
9
- const DUMMY_AVATAR_HEIGHT = 1.5;
10
- export function PhysicsPlayer({ moveSpeed, spawnPosition, respawnThreshold, allowInfiniteJump, }) {
8
+ import { PLAYER_HALF_HEIGHT, PLAYER_RADIUS, JUMP_VELOCITY, LINEAR_DAMPING, CAMERA_Y_OFFSET, DEV_AVATAR_HEIGHT, } from '../constants';
9
+ export function PhysicsPlayer({ moveSpeed, spawnPosition, respawnThreshold, allowInfiniteJump, movementRef, }) {
11
10
  const rigidBodyRef = useRef(null);
12
11
  const avatarGroupRef = useRef(null);
13
12
  const headRef = useRef(null);
@@ -126,16 +125,38 @@ export function PhysicsPlayer({ moveSpeed, spawnPosition, respawnThreshold, allo
126
125
  const pos = rb.translation();
127
126
  camera.position.set(pos.x, pos.y + CAMERA_Y_OFFSET, pos.z);
128
127
  // --- DummyAvatar 位置同期 ---
128
+ camera.getWorldDirection(forwardRef.current);
129
+ const yaw = -Math.atan2(forwardRef.current.x, -forwardRef.current.z);
130
+ const pitch = Math.asin(forwardRef.current.y);
129
131
  if (avatarGroupRef.current) {
130
132
  avatarGroupRef.current.position.set(pos.x, pos.y + CAMERA_Y_OFFSET, pos.z);
131
- camera.getWorldDirection(forwardRef.current);
132
- const yaw = -Math.atan2(forwardRef.current.x, -forwardRef.current.z);
133
- const pitch = Math.asin(forwardRef.current.y);
134
133
  avatarGroupRef.current.rotation.set(0, yaw, 0);
135
134
  if (headRef.current) {
136
135
  headRef.current.rotation.set(pitch, 0, 0);
137
136
  }
138
137
  }
138
+ // --- useUsers 用の PlayerMovement を更新(足元基準) ---
139
+ if (movementRef) {
140
+ const m = movementRef.current;
141
+ m.position.x = pos.x;
142
+ m.position.y = pos.y - (PLAYER_HALF_HEIGHT + PLAYER_RADIUS);
143
+ m.position.z = pos.z;
144
+ if (len > 0) {
145
+ m.direction.x = moveX / moveSpeed;
146
+ m.direction.z = moveZ / moveSpeed;
147
+ m.horizontalSpeed = moveSpeed;
148
+ }
149
+ else {
150
+ m.direction.x = 0;
151
+ m.direction.z = 0;
152
+ m.horizontalSpeed = 0;
153
+ }
154
+ m.verticalSpeed = vy;
155
+ m.rotation.yaw = yaw;
156
+ m.rotation.pitch = pitch;
157
+ m.isGrounded = isGroundedRef.current;
158
+ m.isJumping = !isGroundedRef.current && vy > 0;
159
+ }
139
160
  // --- リスポーン ---
140
161
  if (pos.y < respawnThreshold) {
141
162
  if (spawnPoint) {
@@ -154,6 +175,6 @@ export function PhysicsPlayer({ moveSpeed, spawnPosition, respawnThreshold, allo
154
175
  isGroundedRef.current = true;
155
176
  }, onIntersectionExit: () => {
156
177
  isGroundedRef.current = false;
157
- } })] }), _jsxs("group", { ref: avatarGroupRef, children: [_jsxs("mesh", { castShadow: true, ref: headRef, children: [_jsx("boxGeometry", { args: [0.2, 0.1, 0.2] }), _jsx("meshLambertMaterial", { color: "#ffcccc" })] }), _jsxs("mesh", { castShadow: true, position: [0, -DUMMY_AVATAR_HEIGHT * 0.55, 0], children: [_jsx("boxGeometry", { args: [0.3, DUMMY_AVATAR_HEIGHT, 0.1] }), _jsx("meshLambertMaterial", { color: "#ccffcc" })] })] })] }));
178
+ } })] }), _jsxs("group", { ref: avatarGroupRef, children: [_jsxs("mesh", { castShadow: true, ref: headRef, children: [_jsx("boxGeometry", { args: [0.2, 0.1, 0.2] }), _jsx("meshLambertMaterial", { color: "#ffcccc" })] }), _jsxs("mesh", { castShadow: true, position: [0, -DEV_AVATAR_HEIGHT * 0.55, 0], children: [_jsx("boxGeometry", { args: [0.3, DEV_AVATAR_HEIGHT, 0.1] }), _jsx("meshLambertMaterial", { color: "#ccffcc" })] })] })] }));
158
179
  }
159
180
  //# sourceMappingURL=PhysicsPlayer.js.map
@@ -1 +1 @@
1
- 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@@ -20,4 +20,17 @@ export declare const CROSSHAIR_SIZE = 20;
20
20
  export declare const CROSSHAIR_THICKNESS = 2;
21
21
  export declare const CROSSHAIR_ACTIVE_THICKNESS = 3;
22
22
  export declare const HIGHLIGHT_COLOR = "#4dabf7";
23
+ /**
24
+ * DevEnvironment 上のローカルユーザー定数
25
+ * 本番環境では xrift-frontend が UsersProvider に実装を注入するが、
26
+ * DevEnvironment ではダミーのユーザー情報を提供して useUsers を機能させる
27
+ */
28
+ export declare const DEV_LOCAL_USER_ID = "dev-local-user";
29
+ export declare const DEV_LOCAL_USER_DISPLAY_NAME = "Dev User";
30
+ /**
31
+ * DummyAvatar の見た目に基づく高さ情報
32
+ * eyeHeight はカプセル底面(地面)からカメラまでの距離
33
+ */
34
+ export declare const DEV_AVATAR_HEIGHT = 1.5;
35
+ export declare const DEV_EYE_HEIGHT: number;
23
36
  //# sourceMappingURL=constants.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"constants.d.ts","sourceRoot":"","sources":["../../../src/components/DevEnvironment/constants.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,eAAO,MAAM,kBAAkB,MAAM,CAAA;AACrC,eAAO,MAAM,aAAa,MAAM,CAAA;AAChC,eAAO,MAAM,UAAU,IAAM,CAAA;AAC7B,eAAO,MAAM,aAAa,MAAM,CAAA;AAChC,eAAO,MAAM,cAAc,MAAM,CAAA;AACjC,eAAO,MAAM,eAAe,OAAO,CAAA;AACnC,eAAO,MAAM,mBAAmB,MAAM,CAAA;AACtC,eAAO,MAAM,sBAAsB,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAqB,CAAA;AACjF,eAAO,MAAM,eAAe,OAAO,CAAA;AACnC,eAAO,MAAM,2BAA2B,OAAO,CAAA;AAC/C,eAAO,MAAM,mBAAmB,OAAO,CAAA;AACvC,eAAO,MAAM,kBAAkB,OAAO,CAAA;AAEtC;;GAEG;AACH,eAAO,MAAM,cAAc,KAAK,CAAA;AAChC,eAAO,MAAM,mBAAmB,IAAI,CAAA;AACpC,eAAO,MAAM,0BAA0B,IAAI,CAAA;AAC3C,eAAO,MAAM,eAAe,YAAY,CAAA"}
1
+ {"version":3,"file":"constants.d.ts","sourceRoot":"","sources":["../../../src/components/DevEnvironment/constants.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,eAAO,MAAM,kBAAkB,MAAM,CAAA;AACrC,eAAO,MAAM,aAAa,MAAM,CAAA;AAChC,eAAO,MAAM,UAAU,IAAM,CAAA;AAC7B,eAAO,MAAM,aAAa,MAAM,CAAA;AAChC,eAAO,MAAM,cAAc,MAAM,CAAA;AACjC,eAAO,MAAM,eAAe,OAAO,CAAA;AACnC,eAAO,MAAM,mBAAmB,MAAM,CAAA;AACtC,eAAO,MAAM,sBAAsB,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAqB,CAAA;AACjF,eAAO,MAAM,eAAe,OAAO,CAAA;AACnC,eAAO,MAAM,2BAA2B,OAAO,CAAA;AAC/C,eAAO,MAAM,mBAAmB,OAAO,CAAA;AACvC,eAAO,MAAM,kBAAkB,OAAO,CAAA;AAEtC;;GAEG;AACH,eAAO,MAAM,cAAc,KAAK,CAAA;AAChC,eAAO,MAAM,mBAAmB,IAAI,CAAA;AACpC,eAAO,MAAM,0BAA0B,IAAI,CAAA;AAC3C,eAAO,MAAM,eAAe,YAAY,CAAA;AAExC;;;;GAIG;AACH,eAAO,MAAM,iBAAiB,mBAAmB,CAAA;AACjD,eAAO,MAAM,2BAA2B,aAAa,CAAA;AAErD;;;GAGG;AACH,eAAO,MAAM,iBAAiB,MAAM,CAAA;AACpC,eAAO,MAAM,cAAc,QAAuD,CAAA"}
@@ -20,4 +20,17 @@ export const CROSSHAIR_SIZE = 20;
20
20
  export const CROSSHAIR_THICKNESS = 2;
21
21
  export const CROSSHAIR_ACTIVE_THICKNESS = 3;
22
22
  export const HIGHLIGHT_COLOR = '#4dabf7';
23
+ /**
24
+ * DevEnvironment 上のローカルユーザー定数
25
+ * 本番環境では xrift-frontend が UsersProvider に実装を注入するが、
26
+ * DevEnvironment ではダミーのユーザー情報を提供して useUsers を機能させる
27
+ */
28
+ export const DEV_LOCAL_USER_ID = 'dev-local-user';
29
+ export const DEV_LOCAL_USER_DISPLAY_NAME = 'Dev User';
30
+ /**
31
+ * DummyAvatar の見た目に基づく高さ情報
32
+ * eyeHeight はカプセル底面(地面)からカメラまでの距離
33
+ */
34
+ export const DEV_AVATAR_HEIGHT = 1.5;
35
+ export const DEV_EYE_HEIGHT = PLAYER_HALF_HEIGHT + PLAYER_RADIUS + CAMERA_Y_OFFSET;
23
36
  //# sourceMappingURL=constants.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"constants.js","sourceRoot":"","sources":["../../../src/components/DevEnvironment/constants.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,MAAM,CAAC,MAAM,kBAAkB,GAAG,GAAG,CAAA;AACrC,MAAM,CAAC,MAAM,aAAa,GAAG,GAAG,CAAA;AAChC,MAAM,CAAC,MAAM,UAAU,GAAG,GAAG,CAAA;AAC7B,MAAM,CAAC,MAAM,aAAa,GAAG,GAAG,CAAA;AAChC,MAAM,CAAC,MAAM,cAAc,GAAG,GAAG,CAAA;AACjC,MAAM,CAAC,MAAM,eAAe,GAAG,IAAI,CAAA;AACnC,MAAM,CAAC,MAAM,mBAAmB,GAAG,CAAC,EAAE,CAAA;AACtC,MAAM,CAAC,MAAM,sBAAsB,GAA6B,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC,CAAA;AACjF,MAAM,CAAC,MAAM,eAAe,GAAG,IAAI,CAAA;AACnC,MAAM,CAAC,MAAM,2BAA2B,GAAG,IAAI,CAAA;AAC/C,MAAM,CAAC,MAAM,mBAAmB,GAAG,IAAI,CAAA;AACvC,MAAM,CAAC,MAAM,kBAAkB,GAAG,IAAI,CAAA;AAEtC;;GAEG;AACH,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,CAAA;AAChC,MAAM,CAAC,MAAM,mBAAmB,GAAG,CAAC,CAAA;AACpC,MAAM,CAAC,MAAM,0BAA0B,GAAG,CAAC,CAAA;AAC3C,MAAM,CAAC,MAAM,eAAe,GAAG,SAAS,CAAA"}
1
+ {"version":3,"file":"constants.js","sourceRoot":"","sources":["../../../src/components/DevEnvironment/constants.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,MAAM,CAAC,MAAM,kBAAkB,GAAG,GAAG,CAAA;AACrC,MAAM,CAAC,MAAM,aAAa,GAAG,GAAG,CAAA;AAChC,MAAM,CAAC,MAAM,UAAU,GAAG,GAAG,CAAA;AAC7B,MAAM,CAAC,MAAM,aAAa,GAAG,GAAG,CAAA;AAChC,MAAM,CAAC,MAAM,cAAc,GAAG,GAAG,CAAA;AACjC,MAAM,CAAC,MAAM,eAAe,GAAG,IAAI,CAAA;AACnC,MAAM,CAAC,MAAM,mBAAmB,GAAG,CAAC,EAAE,CAAA;AACtC,MAAM,CAAC,MAAM,sBAAsB,GAA6B,CAAC,IAAI,EAAE,GAAG,EAAE,IAAI,CAAC,CAAA;AACjF,MAAM,CAAC,MAAM,eAAe,GAAG,IAAI,CAAA;AACnC,MAAM,CAAC,MAAM,2BAA2B,GAAG,IAAI,CAAA;AAC/C,MAAM,CAAC,MAAM,mBAAmB,GAAG,IAAI,CAAA;AACvC,MAAM,CAAC,MAAM,kBAAkB,GAAG,IAAI,CAAA;AAEtC;;GAEG;AACH,MAAM,CAAC,MAAM,cAAc,GAAG,EAAE,CAAA;AAChC,MAAM,CAAC,MAAM,mBAAmB,GAAG,CAAC,CAAA;AACpC,MAAM,CAAC,MAAM,0BAA0B,GAAG,CAAC,CAAA;AAC3C,MAAM,CAAC,MAAM,eAAe,GAAG,SAAS,CAAA;AAExC;;;;GAIG;AACH,MAAM,CAAC,MAAM,iBAAiB,GAAG,gBAAgB,CAAA;AACjD,MAAM,CAAC,MAAM,2BAA2B,GAAG,UAAU,CAAA;AAErD;;;GAGG;AACH,MAAM,CAAC,MAAM,iBAAiB,GAAG,GAAG,CAAA;AACpC,MAAM,CAAC,MAAM,cAAc,GAAG,kBAAkB,GAAG,aAAa,GAAG,eAAe,CAAA"}
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/components/DevEnvironment/index.tsx"],"names":[],"mappings":"AAMA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAiBpC,MAAM,MAAM,mBAAmB,GAAG,KAAK,CAAA;AAmBvC,wBAAgB,cAAc,CAAC,EAC7B,QAAQ,EACR,MAAM,EACN,SAAsB,EACtB,OAAc,EACd,aAAsC,EACtC,gBAAsC,EACtC,aAAa,EACb,gBAAgB,EAAE,mBAAmB,GACtC,EAAE,KAAK,2CA0DP"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../src/components/DevEnvironment/index.tsx"],"names":[],"mappings":"AASA,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAmCpC,MAAM,MAAM,mBAAmB,GAAG,KAAK,CAAA;AAmBvC,wBAAgB,cAAc,CAAC,EAC7B,QAAQ,EACR,MAAM,EACN,SAAsB,EACtB,OAAc,EACd,aAAsC,EACtC,gBAAsC,EACtC,aAAa,EACb,gBAAgB,EAAE,mBAAmB,GACtC,EAAE,KAAK,2CAqFP"}
@@ -1,17 +1,29 @@
1
1
  import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
2
- import { useCallback, useMemo, useState, useSyncExternalStore } from 'react';
2
+ import { useCallback, useMemo, useRef, useState, useSyncExternalStore } from 'react';
3
3
  import { Canvas } from '@react-three/fiber';
4
4
  import { PointerLockControls } from '@react-three/drei';
5
5
  import { Physics } from '@react-three/rapier';
6
6
  import { SpawnPointProvider } from '../../contexts/SpawnPointContext';
7
+ import { UsersProvider } from '../../contexts/UsersContext';
7
8
  import { PCFShadowMap } from 'three';
8
9
  import { toThreeOutputBufferType } from './utils';
9
- import { DEFAULT_SPAWN_POSITION, DEFAULT_GRAVITY, DEFAULT_ALLOW_INFINITE_JUMP, DEFAULT_CAMERA_NEAR, DEFAULT_CAMERA_FAR, MOVE_SPEED, RESPAWN_Y_THRESHOLD, } from './constants';
10
+ import { DEFAULT_SPAWN_POSITION, DEFAULT_GRAVITY, DEFAULT_ALLOW_INFINITE_JUMP, DEFAULT_CAMERA_NEAR, DEFAULT_CAMERA_FAR, MOVE_SPEED, RESPAWN_Y_THRESHOLD, DEV_LOCAL_USER_ID, DEV_LOCAL_USER_DISPLAY_NAME, DEV_AVATAR_HEIGHT, DEV_EYE_HEIGHT, } from './constants';
10
11
  import { PhysicsPlayer } from './components/PhysicsPlayer';
11
12
  import { CenterRaycaster } from './components/CenterRaycaster';
12
13
  import { Crosshair } from './components/Crosshair';
13
14
  import { PointerLockStatus } from './components/PointerLockStatus';
14
15
  import { ControlsHelp } from './components/ControlsHelp';
16
+ const DEV_LOCAL_USER = {
17
+ id: DEV_LOCAL_USER_ID,
18
+ displayName: DEV_LOCAL_USER_DISPLAY_NAME,
19
+ avatarUrl: null,
20
+ isGuest: true,
21
+ };
22
+ const DEV_LOCAL_AVATAR_HEIGHT = {
23
+ height: DEV_AVATAR_HEIGHT,
24
+ eyeHeight: DEV_EYE_HEIGHT,
25
+ };
26
+ const EMPTY_REMOTE_USERS = [];
15
27
  const containerStyle = {
16
28
  width: '100vw',
17
29
  height: '100vh',
@@ -30,6 +42,25 @@ export function DevEnvironment({ children, camera, moveSpeed = MOVE_SPEED, shado
30
42
  const [isHit, setIsHit] = useState(false);
31
43
  const isPointerLocked = useSyncExternalStore(subscribePointerLock, getPointerLockSnapshot, () => false);
32
44
  const handleHitChange = useCallback((hit) => setIsHit(hit), []);
45
+ // ローカルユーザーの位置情報を保持する ref。PhysicsPlayer が毎フレーム書き込み、
46
+ // useUsers().getLocalMovement() がここから読み取る(再レンダリングは発生しない)
47
+ const localMovementRef = useRef({
48
+ position: { x: spawnPosition[0], y: spawnPosition[1], z: spawnPosition[2] },
49
+ direction: { x: 0, z: 0 },
50
+ horizontalSpeed: 0,
51
+ verticalSpeed: 0,
52
+ rotation: { yaw: 0, pitch: 0 },
53
+ isGrounded: true,
54
+ isJumping: false,
55
+ });
56
+ const usersImplementation = useMemo(() => ({
57
+ localUser: DEV_LOCAL_USER,
58
+ remoteUsers: EMPTY_REMOTE_USERS,
59
+ getMovement: () => undefined,
60
+ getLocalMovement: () => localMovementRef.current,
61
+ getAvatarHeight: () => undefined,
62
+ getLocalAvatarHeight: () => DEV_LOCAL_AVATAR_HEIGHT,
63
+ }), []);
33
64
  const gravity = physicsConfig?.gravity ?? DEFAULT_GRAVITY;
34
65
  const allowInfiniteJump = physicsConfig?.allowInfiniteJump ?? DEFAULT_ALLOW_INFINITE_JUMP;
35
66
  const outputBufferType = toThreeOutputBufferType(outputBufferTypeStr);
@@ -45,6 +76,6 @@ export function DevEnvironment({ children, camera, moveSpeed = MOVE_SPEED, shado
45
76
  fov: cameraFov,
46
77
  near: cameraNear,
47
78
  far: cameraFar,
48
- }, gl: glProps, children: [_jsx(PointerLockControls, {}), _jsx(CenterRaycaster, { onHitChange: handleHitChange }), _jsx(Physics, { gravity: [0, -gravity, 0], timeStep: "vary", children: _jsxs(SpawnPointProvider, { children: [_jsx(PhysicsPlayer, { moveSpeed: moveSpeed, spawnPosition: spawnPosition, respawnThreshold: respawnThreshold, allowInfiniteJump: allowInfiniteJump }), children] }) })] }), _jsx(Crosshair, { active: isHit }), _jsx(PointerLockStatus, { isLocked: isPointerLocked }), _jsx(ControlsHelp, {})] }));
79
+ }, gl: glProps, children: [_jsx(PointerLockControls, {}), _jsx(CenterRaycaster, { onHitChange: handleHitChange }), _jsx(Physics, { gravity: [0, -gravity, 0], timeStep: "vary", children: _jsx(SpawnPointProvider, { children: _jsxs(UsersProvider, { implementation: usersImplementation, children: [_jsx(PhysicsPlayer, { moveSpeed: moveSpeed, spawnPosition: spawnPosition, respawnThreshold: respawnThreshold, allowInfiniteJump: allowInfiniteJump, movementRef: localMovementRef }), children] }) }) })] }), _jsx(Crosshair, { active: isHit }), _jsx(PointerLockStatus, { isLocked: isPointerLocked }), _jsx(ControlsHelp, {})] }));
49
80
  }
50
81
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
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1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@xrift/world-components",
3
- "version": "0.40.1",
3
+ "version": "0.41.0",
4
4
  "description": "Shared components and utilities for Xrift worlds",
5
5
  "main": "dist/index.js",
6
6
  "types": "dist/index.d.ts",