react-three-game 0.0.21 → 0.0.23
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/tools/prefabeditor/InstanceProvider.d.ts +8 -9
- package/dist/tools/prefabeditor/InstanceProvider.js +100 -130
- package/dist/tools/prefabeditor/PrefabRoot.js +6 -15
- package/dist/tools/prefabeditor/components/DirectionalLightComponent.js +10 -46
- package/dist/tools/prefabeditor/components/MaterialComponent.js +1 -1
- package/dist/tools/prefabeditor/components/ModelComponent.js +13 -9
- package/dist/tools/prefabeditor/components/PhysicsComponent.js +2 -14
- package/dist/tools/prefabeditor/components/SpotLightComponent.js +1 -1
- package/package.json +1 -1
- package/src/tools/prefabeditor/InstanceProvider.tsx +197 -207
- package/src/tools/prefabeditor/PrefabRoot.tsx +20 -33
- package/src/tools/prefabeditor/components/DirectionalLightComponent.tsx +20 -61
- package/src/tools/prefabeditor/components/MaterialComponent.tsx +10 -8
- package/src/tools/prefabeditor/components/ModelComponent.tsx +13 -9
- package/src/tools/prefabeditor/components/PhysicsComponent.tsx +6 -5
- package/src/tools/prefabeditor/components/SpotLightComponent.tsx +2 -0
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@@ -1,7 +1,7 @@
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import { Component } from "./ComponentRegistry";
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import { useRef, useEffect } from "react";
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import { useFrame
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import {
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import { useFrame } from "@react-three/fiber";
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import { DirectionalLight, Object3D, Vector3 } from "three";
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function DirectionalLightComponentEditor({ component, onUpdate }: { component: any; onUpdate: (newComp: any) => void }) {
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const props = {
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@@ -190,71 +190,31 @@ function DirectionalLightView({ properties, editMode }: { properties: any; editM
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const shadowCameraRight = properties.shadowCameraRight ?? 30;
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const targetOffset = properties.targetOffset ?? [0, -5, 0];
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const { scene } = useThree();
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const directionalLightRef = useRef<DirectionalLight>(null);
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const targetRef = useRef<Object3D>(
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const cameraHelperRef = useRef<CameraHelper | null>(null);
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const targetRef = useRef<Object3D>(null);
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//
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// Set up light target reference when both refs are ready
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useEffect(() => {
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scene.add(target);
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return () => {
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scene.remove(target);
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};
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}, [scene]);
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// Set up light target reference once
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useEffect(() => {
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if (directionalLightRef.current) {
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if (directionalLightRef.current && targetRef.current) {
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directionalLightRef.current.target = targetRef.current;
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}
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}, []);
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// Update target position
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// Update target world position based on light position + offset
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useFrame(() => {
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if (!directionalLightRef.current) return;
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if (!directionalLightRef.current || !targetRef.current) return;
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const lightWorldPos = new Vector3();
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directionalLightRef.current.getWorldPosition(lightWorldPos);
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// Target is positioned relative to light's world position
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targetRef.current.position.set(
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lightWorldPos.x + targetOffset[0],
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lightWorldPos.y + targetOffset[1],
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lightWorldPos.z + targetOffset[2]
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);
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// Only update if position actually changed
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if (!targetRef.current.position.equals(newTargetPos)) {
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targetRef.current.position.copy(newTargetPos);
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if (directionalLightRef.current.shadow) {
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directionalLightRef.current.shadow.needsUpdate = true;
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}
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}
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// Update camera helper in edit mode
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if (editMode && cameraHelperRef.current) {
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cameraHelperRef.current.update();
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}
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});
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// Create/destroy camera helper for edit mode
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useEffect(() => {
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if (editMode && directionalLightRef.current?.shadow.camera) {
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const helper = new CameraHelper(directionalLightRef.current.shadow.camera);
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cameraHelperRef.current = helper;
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scene.add(helper);
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return () => {
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if (cameraHelperRef.current) {
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scene.remove(cameraHelperRef.current);
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cameraHelperRef.current.dispose();
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cameraHelperRef.current = null;
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}
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};
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}
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}, [editMode, scene]);
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return (
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<>
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<directionalLight
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color={color}
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intensity={intensity}
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castShadow={castShadow}
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shadow-mapSize={
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shadow-mapSize-width={shadowMapSize}
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shadow-mapSize-height={shadowMapSize}
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shadow-camera-near={shadowCameraNear}
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shadow-camera-far={shadowCameraFar}
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shadow-camera-top={shadowCameraTop}
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shadow-camera-bottom={shadowCameraBottom}
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shadow-camera-left={shadowCameraLeft}
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shadow-camera-right={shadowCameraRight}
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shadow-bias={-0.001}
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shadow-normalBias={0.02}
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near={shadowCameraNear}
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far={shadowCameraFar}
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top={shadowCameraTop}
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bottom={shadowCameraBottom}
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left={shadowCameraLeft}
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right={shadowCameraRight}
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/>
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</directionalLight>
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/>
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{/* Target object - rendered declaratively in scene graph */}
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<object3D ref={targetRef} />
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{editMode && (
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<>
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{/* Light source indicator */}
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@@ -130,14 +130,16 @@ function MaterialComponentView({ properties, loadedTextures, isSelected }: { pro
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const { color, wireframe = false } = properties;
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const displayColor = isSelected ? "cyan" : color;
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return
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return (
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<meshStandardMaterial
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key={finalTexture?.uuid ?? 'no-texture'}
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color={displayColor}
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wireframe={wireframe}
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map={finalTexture}
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transparent={!!finalTexture}
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side={DoubleSide}
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/>
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);
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}
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const MaterialComponent: Component = {
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import { ModelListViewer } from '../../assetviewer/page';
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import { useEffect, useState } from 'react';
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import { useEffect, useState, useMemo } from 'react';
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import { Component } from './ComponentRegistry';
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function ModelComponentEditor({ component, onUpdate, basePath = "" }: { component: any; onUpdate: (newComp: any) => void; basePath?: string }) {
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@@ -49,20 +49,24 @@ function ModelComponentView({ properties, loadedModels, children }: { properties
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// Instanced models are handled elsewhere (GameInstance), so only render non-instanced here
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if (!properties.filename || properties.instanced) return <>{children}</>;
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const sourceModel = loadedModels?.[properties.filename];
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// Clone model once and set up shadows - memoized to avoid cloning on every render
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const clonedModel = useMemo(() => {
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if (!sourceModel) return null;
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const clone = sourceModel.clone();
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clone.traverse((obj: any) => {
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if (obj.isMesh) {
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obj.castShadow = true;
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obj.receiveShadow = true;
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}
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});
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return
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}
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return clone;
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}, [sourceModel]);
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if (!clonedModel) return <>{children}</>;
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return <>{children}</>;
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return <primitive object={clonedModel}>{children}</primitive>;
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}
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const ModelComponent: Component = {
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import { RigidBody
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import { RigidBody } from "@react-three/rapier";
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import { Component } from "./ComponentRegistry";
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const selectClass = "w-full bg-black/40 border border-cyan-500/30 px-1 py-0.5 text-[10px] text-cyan-300 font-mono focus:outline-none focus:border-cyan-400/50";
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}
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interface PhysicsViewProps
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properties: { type:
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interface PhysicsViewProps {
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properties: { type: 'dynamic' | 'fixed'; collider?: string };
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editMode?: boolean;
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children?: React.ReactNode;
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}
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function PhysicsComponentView({ properties, editMode, children
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function PhysicsComponentView({ properties, editMode, children }: PhysicsViewProps) {
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if (editMode) return <>{children}</>;
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const colliders = properties.collider || (properties.type === 'fixed' ? 'trimesh' : 'hull');
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return (
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<RigidBody type={properties.type} colliders={colliders as any}
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<RigidBody type={properties.type} colliders={colliders as any}>
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{children}
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</RigidBody>
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penumbra={penumbra}
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distance={distance}
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castShadow={castShadow}
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shadow-mapSize-width={1024}
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shadow-mapSize-height={1024}
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shadow-bias={-0.0001}
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shadow-normalBias={0.02}
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/>
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