parent
4d8de50d58
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@ -1,7 +1,7 @@
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import { observer } from "mobx-react-lite";
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import type { ObjectInstance } from "../types";
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import { useEffect, useRef, type RefObject } from "react";
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import type { Group, Mesh } from "three";
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import type { Group } from "three";
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import { Edges, TransformControls } from "@react-three/drei";
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import type { ThreeEvent } from "@react-three/fiber";
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import { state } from "../state";
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@ -0,0 +1,18 @@
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import { observer } from "mobx-react-lite";
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import type { Scene } from "../types";
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import { CharacterView } from "./CharacterView";
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import { ObjectView } from "./ObjectView";
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type SceneViewProps = {
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scene: Scene,
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}
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export const SceneView = observer(function ({ scene }: SceneViewProps) {
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return (<>
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<ambientLight intensity={0.5} />
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<directionalLight position={[5, 5, 5]} intensity={1} />
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{Object.values(scene.objects).map((obj) =>
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<ObjectView key={obj.id} object={obj} />)}
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<CharacterView />
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</>);
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});
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@ -4,8 +4,7 @@ import { useFrame } from '@react-three/fiber';
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import { OrbitControls } from '@react-three/drei';
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import { observer } from 'mobx-react-lite';
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import { state } from '../state';
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import { ObjectView } from './ObjectView';
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import { CharacterView } from './CharacterView';
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import { SceneView } from './SceneView';
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export const WorldView = observer(function () {
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const world = state.world;
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@ -34,9 +33,6 @@ export const WorldView = observer(function () {
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makeDefault
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enableDamping={false}
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/>
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<ambientLight intensity={0.5} />
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<directionalLight position={[5, 5, 5]} intensity={1} />
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{Object.values(world.currentScene.objects).map((obj) => <ObjectView key={obj.id} object={obj} />)}
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<CharacterView />
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<SceneView scene={state.world.currentScene} />
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</>)
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});
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@ -0,0 +1,62 @@
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import type { Voxel } from "../../types/voxel";
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const G = '#808080'; // gray fur
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const L = '#d0c8b8'; // light beige-gray (snout / face)
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const D = '#484040'; // dark gray (outer ear)
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const E = '#e8b820'; // amber (eyes)
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const N = '#181414'; // near-black (nose, pupils)
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const P = '#c06858'; // pink (inner ear)
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function v(x: number, y: number, z: number, color: string): Voxel {
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return { typeId: 'stone', position: [x, y, z], color };
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}
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// Wolf faces +Z (nose at Z=6). Head spans 7×7×7.
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export const wolf: Voxel[] = [
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// ── Back of skull Z=0 ───────────────────────────────────────────
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v(2,3,0,G), v(3,3,0,G), v(4,3,0,G),
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v(2,4,0,G), v(3,4,0,G), v(4,4,0,G),
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v(2,5,0,G), v(3,5,0,G), v(4,5,0,G),
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// ── Skull Z=1 ───────────────────────────────────────────────────
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v(1,3,1,G), v(2,3,1,G), v(3,3,1,G), v(4,3,1,G), v(5,3,1,G),
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v(1,4,1,G), v(2,4,1,G), v(3,4,1,G), v(4,4,1,G), v(5,4,1,G),
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v(1,5,1,G), v(2,5,1,G), v(3,5,1,G), v(4,5,1,G), v(5,5,1,G),
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v(2,6,1,G), v(3,6,1,G), v(4,6,1,G),
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// ── Skull + ear bases Z=2 ───────────────────────────────────────
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v(1,3,2,G), v(2,3,2,G), v(3,3,2,G), v(4,3,2,G), v(5,3,2,G),
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v(1,4,2,G), v(2,4,2,G), v(3,4,2,G), v(4,4,2,G), v(5,4,2,G),
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v(0,5,2,G), v(1,5,2,G), v(2,5,2,G), v(3,5,2,G), v(4,5,2,G), v(5,5,2,G), v(6,5,2,G),
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v(1,6,2,G), v(2,6,2,G), v(3,6,2,G), v(4,6,2,G), v(5,6,2,G),
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v(0,6,2,D), v(6,6,2,D),
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// ── Face + ears Z=3 ─────────────────────────────────────────────
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v(1,3,3,L), v(2,3,3,L), v(3,3,3,L), v(4,3,3,L), v(5,3,3,L),
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v(1,4,3,G), v(2,4,3,G), v(3,4,3,G), v(4,4,3,G), v(5,4,3,G),
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// ears: dark outer, pink inner
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v(0,5,3,D), v(1,5,3,P), v(2,5,3,G), v(3,5,3,G), v(4,5,3,G), v(5,5,3,P), v(6,5,3,D),
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v(0,6,3,D), v(1,6,3,P), v(2,6,3,G), v(3,6,3,G), v(4,6,3,G), v(5,6,3,P), v(6,6,3,D),
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// snout start
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v(2,1,3,L), v(3,1,3,L), v(4,1,3,L),
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v(2,2,3,L), v(3,2,3,L), v(4,2,3,L),
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// ── Face + amber eyes + snout Z=4 ───────────────────────────────
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v(1,3,4,L), v(2,3,4,L), v(3,3,4,L), v(4,3,4,L), v(5,3,4,L),
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v(1,4,4,G), v(2,4,4,E), v(3,4,4,G), v(4,4,4,E), v(5,4,4,G),
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v(1,5,4,G), v(2,5,4,G), v(3,5,4,G), v(4,5,4,G), v(5,5,4,G),
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v(2,1,4,L), v(3,1,4,L), v(4,1,4,L),
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v(2,2,4,L), v(3,2,4,L), v(4,2,4,L),
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// ── Front face + pupils + snout Z=5 ─────────────────────────────
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v(1,3,5,L), v(2,3,5,L), v(3,3,5,L), v(4,3,5,L), v(5,3,5,L),
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v(1,4,5,G), v(2,4,5,N), v(3,4,5,G), v(4,4,5,N), v(5,4,5,G),
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v(1,5,5,G), v(2,5,5,G), v(3,5,5,G), v(4,5,5,G), v(5,5,5,G),
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v(2,1,5,L), v(3,1,5,L), v(4,1,5,L),
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v(2,2,5,L), v(3,2,5,L), v(4,2,5,L),
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// ── Snout tip + nose Z=6 ────────────────────────────────────────
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v(2,2,6,L), v(3,2,6,L), v(4,2,6,L),
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v(2,1,6,L), v(3,1,6,L), v(4,1,6,L),
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v(2,3,6,N), v(3,3,6,N), v(4,3,6,N), // nose
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];
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@ -7,6 +7,7 @@ import { clone } from "../utils";
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import type { VoxelType } from "../types/voxel";
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import { state } from "./root";
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import { DEFAULT_VOXEL_TYPES } from "../model/defaultVoxelTypes";
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import { wolf } from "../model/objectPrefabs/wolf";
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export class WorldState {
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public data: World = WorldFactory.create();
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@ -23,22 +24,14 @@ export class WorldState {
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}
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public loadMock() {
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const objTypeId = 'test1';
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const voxelTypeId = 'glass';
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const objectId1 = 'object1';
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const objectId2 = 'object2';
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this.data = {
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objectTypes: {
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[objTypeId]: {
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id: objTypeId,
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name: 'Test Object',
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voxels: [
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{
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typeId: voxelTypeId,
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position: [0, 0, 0],
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},
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],
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wolf: {
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id: 'wolf',
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name: 'Wolf',
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voxels: wolf,
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},
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},
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voxelTypes: DEFAULT_VOXEL_TYPES,
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objects: {
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[objectId1]: {
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id: objectId1,
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typeId: objTypeId,
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typeId: 'wolf',
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position: [0, 0, 0],
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rotation: [0, 0, 0],
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scale: [1, 1, 1],
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},
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[objectId2]: {
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id: objectId2,
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typeId: objTypeId,
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position: [1, 0, 0],
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rotation: [0, 0, 0],
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scale: [1, 1, 1],
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},
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},
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},
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gameRules: {
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