Files
drinkmarble/app/game/dice.tsx

411 lines
10 KiB
TypeScript

'use client';
import { Suspense, useCallback, useEffect, useLayoutEffect, useRef, useState } from 'react';
import { Canvas, useFrame, useLoader, useThree } from '@react-three/fiber';
import {
Physics,
RigidBody,
CuboidCollider,
type RapierRigidBody,
} from '@react-three/rapier';
import {
Quaternion,
SRGBColorSpace,
TextureLoader,
Vector3,
type OrthographicCamera,
type Texture,
} from 'three';
import {
DEFAULT_ASSETS,
DEFAULT_DICE_FLOOR_COLOR,
getAssets,
getDiceFaceTextureList,
type DiceCount,
} from './asset-storage';
const FLOOR_SIZE = 6;
const FLOOR_HALF = FLOOR_SIZE / 2;
const WALL_THICKNESS = 0.25;
const WALL_HEIGHT = 8;
const WALL_HALF_T = WALL_THICKNESS / 2;
const WALL_HALF_H = WALL_HEIGHT / 2;
const STILL_SPEED_SQ = 0.05;
const STILL_FRAMES = 18;
const DEFAULT_DICE_FACE_TEXTURES = getDiceFaceTextureList(DEFAULT_ASSETS.dice);
// 결과 판정: 로컬 법선이 월드 +Y에 가장 가까운 면
const DICE_FACES = [
{ value: 1, localNormal: new Vector3(0, 1, 0) },
{ value: 6, localNormal: new Vector3(0, -1, 0) },
{ value: 2, localNormal: new Vector3(1, 0, 0) },
{ value: 5, localNormal: new Vector3(-1, 0, 0) },
{ value: 3, localNormal: new Vector3(0, 0, 1) },
{ value: 4, localNormal: new Vector3(0, 0, -1) },
];
const _quat = new Quaternion();
const _normal = new Vector3();
const WORLD_UP = new Vector3(0, 1, 0);
export type DiceRollResult = {
/** 이동에 쓰는 합 */
sum: number;
/** 각 주사위 윗면 */
faces: number[];
};
function readTopFace(body: RapierRigidBody): number {
const r = body.rotation();
_quat.set(r.x, r.y, r.z, r.w);
let bestValue = 1;
let bestDot = -Infinity;
for (const face of DICE_FACES) {
_normal.copy(face.localNormal).applyQuaternion(_quat);
const dot = _normal.dot(WORLD_UP);
if (dot > bestDot) {
bestDot = dot;
bestValue = face.value;
}
}
return bestValue;
}
function FitSquareFloor() {
const { camera, size } = useThree();
useLayoutEffect(() => {
const cam = camera as OrthographicCamera;
cam.left = -FLOOR_HALF;
cam.right = FLOOR_HALF;
cam.top = FLOOR_HALF;
cam.bottom = -FLOOR_HALF;
cam.near = 0.1;
cam.far = 50;
cam.updateProjectionMatrix();
}, [camera, size.width, size.height]);
return null;
}
function InvisibleWalls() {
const t = WALL_HALF_T;
const h = WALL_HALF_H;
const f = FLOOR_HALF;
return (
<>
<CuboidCollider args={[t, h, f]} position={[f + t, h, 0]} />
<CuboidCollider args={[t, h, f]} position={[-(f + t), h, 0]} />
<CuboidCollider args={[f, h, t]} position={[0, h, f + t]} />
<CuboidCollider args={[f, h, t]} position={[0, h, -(f + t)]} />
</>
);
}
function DiceMesh({ faceUrls }: { faceUrls: string[] }) {
const textures = useLoader(TextureLoader, faceUrls);
useLayoutEffect(() => {
for (const texture of textures) {
texture.colorSpace = SRGBColorSpace;
texture.anisotropy = 8;
texture.needsUpdate = true;
}
}, [textures]);
return (
<mesh castShadow>
<boxGeometry args={[1, 1, 1]} />
{textures.map((texture, index) => (
<meshStandardMaterial
key={`${texture.uuid}-${index}`}
attach={`material-${index}`}
map={texture}
roughness={0.55}
metalness={0.05}
/>
))}
</mesh>
);
}
function FloorMesh({
color,
imageSrc,
}: {
color: string;
imageSrc: string | null;
}) {
const texture = useLoader(
TextureLoader,
imageSrc ?? '/background/default.png',
) as Texture;
useLayoutEffect(() => {
if (!imageSrc) return;
texture.colorSpace = SRGBColorSpace;
texture.anisotropy = 8;
texture.needsUpdate = true;
}, [imageSrc, texture]);
return (
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[FLOOR_SIZE, FLOOR_SIZE]} />
{imageSrc ? (
<meshBasicMaterial map={texture} />
) : (
<meshBasicMaterial color={color} />
)}
</mesh>
);
}
function FloorSurface({
color,
imageSrc,
}: {
color: string;
imageSrc: string | null;
}) {
if (!imageSrc) {
return (
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[FLOOR_SIZE, FLOOR_SIZE]} />
<meshBasicMaterial color={color} />
</mesh>
);
}
return (
<Suspense
fallback={
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[FLOOR_SIZE, FLOOR_SIZE]} />
<meshBasicMaterial color={color} />
</mesh>
}
>
<FloorMesh color={color} imageSrc={imageSrc} />
</Suspense>
);
}
function isBodyStill(body: RapierRigidBody) {
const lv = body.linvel();
const av = body.angvel();
const speedSq =
lv.x * lv.x + lv.y * lv.y + lv.z * lv.z + av.x * av.x + av.y * av.y + av.z * av.z;
return speedSq < STILL_SPEED_SQ || body.isSleeping();
}
function DiceSettleWatcher({
diceRefs,
rolling,
onSettled,
}: {
diceRefs: React.RefObject<RapierRigidBody | null>[];
rolling: boolean;
onSettled: (result: DiceRollResult) => void;
}) {
const stillFrames = useRef(0);
const reported = useRef(false);
useFrame(() => {
if (!rolling) {
stillFrames.current = 0;
reported.current = false;
return;
}
const bodies = diceRefs.map((ref) => ref.current);
if (bodies.some((body) => !body)) return;
if (bodies.every((body) => isBodyStill(body!))) {
stillFrames.current += 1;
if (stillFrames.current >= STILL_FRAMES && !reported.current) {
reported.current = true;
const faces = bodies.map((body) => readTopFace(body!));
const sum = faces.reduce((a, b) => a + b, 0);
onSettled({ sum, faces });
}
} else {
stillFrames.current = 0;
}
});
return null;
}
function RapierDiceExample({
diceRefs,
diceCount,
rolling,
onSettled,
faceUrlSets,
floorColor,
floorImage,
}: {
diceRefs: React.RefObject<RapierRigidBody | null>[];
diceCount: DiceCount;
rolling: boolean;
onSettled: (result: DiceRollResult) => void;
faceUrlSets: string[][];
floorColor: string;
floorImage: string | null;
}) {
const spawnX = diceCount === 2 ? [-0.85, 0.85] : [0];
return (
<Canvas
orthographic
camera={{ position: [0, 20, 0.01], zoom: 1 }}
className="h-full w-full"
gl={{ alpha: true }}
>
<FitSquareFloor />
<ambientLight intensity={0.85} />
<directionalLight position={[4, 10, 2]} intensity={0.9} />
<Physics>
<RigidBody type="fixed" colliders={false} position={[0, 0, 0]}>
<FloorSurface
key={`${floorColor}|${floorImage ?? ''}`}
color={floorColor}
imageSrc={floorImage}
/>
<CuboidCollider args={[FLOOR_HALF, 0.05, FLOOR_HALF]} position={[0, -0.05, 0]} />
<InvisibleWalls />
</RigidBody>
{spawnX.map((x, index) => (
<RigidBody
key={`die-${index}-${diceCount}`}
ref={diceRefs[index]}
type="dynamic"
position={[x, 4, index === 0 ? 0 : 0.15]}
colliders="cuboid"
restitution={0.2}
friction={0.6}
>
<Suspense fallback={null}>
<DiceMesh
key={faceUrlSets[index]?.join('|') ?? index}
faceUrls={faceUrlSets[index] ?? DEFAULT_DICE_FACE_TEXTURES}
/>
</Suspense>
</RigidBody>
))}
<DiceSettleWatcher
diceRefs={diceRefs.slice(0, diceCount)}
rolling={rolling}
onSettled={onSettled}
/>
</Physics>
</Canvas>
);
}
function rollDice(body: RapierRigidBody | null) {
if (!body) return;
body.wakeUp();
body.applyImpulse(
{ x: (Math.random() - 0.5) * 8, y: 4 + Math.random() * 4, z: (Math.random() - 0.5) * 8 },
true,
);
body.applyTorqueImpulse(
{ x: (Math.random() - 0.5) * 6, y: (Math.random() - 0.5) * 6, z: (Math.random() - 0.5) * 6 },
true,
);
}
function formatResult(result: DiceRollResult | null) {
if (!result) return '결과: —';
if (result.faces.length <= 1) return `결과: ${result.sum}`;
return `결과: ${result.faces.join(' + ')} = ${result.sum}`;
}
export default function Dice({
onRolled,
disabled = false,
}: {
onRolled?: (result: DiceRollResult) => void;
disabled?: boolean;
}) {
const diceRefA = useRef<RapierRigidBody>(null);
const diceRefB = useRef<RapierRigidBody>(null);
const diceRefs = [diceRefA, diceRefB];
const [rolling, setRolling] = useState(false);
const [result, setResult] = useState<DiceRollResult | null>(null);
const [diceCount, setDiceCount] = useState<DiceCount>(1);
const [faceUrlSets, setFaceUrlSets] = useState<string[][]>([
[...DEFAULT_DICE_FACE_TEXTURES],
]);
const [floorColor, setFloorColor] = useState(DEFAULT_DICE_FLOOR_COLOR);
const [floorImage, setFloorImage] = useState<string | null>(null);
useEffect(() => {
const assets = getAssets();
setDiceCount(assets.diceCount);
setFaceUrlSets(
assets.diceCount === 2
? [getDiceFaceTextureList(assets.dice), getDiceFaceTextureList(assets.dice2)]
: [getDiceFaceTextureList(assets.dice)],
);
setFloorColor(assets.diceFloorColor);
setFloorImage(assets.diceFloorImage);
}, []);
const onSettled = useCallback(
(next: DiceRollResult) => {
setResult(next);
setRolling(false);
onRolled?.(next);
},
[onRolled],
);
const busy = rolling || disabled;
return (
<div className="relative h-full w-full" style={{ containerType: 'size' }}>
<div className="absolute top-0 left-0 aspect-square w-[min(100%,100cqh)]">
<RapierDiceExample
diceRefs={diceRefs}
diceCount={diceCount}
rolling={rolling}
onSettled={onSettled}
faceUrlSets={faceUrlSets}
floorColor={floorColor}
floorImage={floorImage}
/>
<button
type="button"
className="absolute bottom-2 left-2 z-10 rounded bg-black/70 px-3 py-1 text-sm text-white disabled:opacity-50"
disabled={busy}
onClick={() => {
setResult(null);
setRolling(true);
for (let i = 0; i < diceCount; i++) {
rollDice(diceRefs[i].current);
}
}}
>
Roll
</button>
<div className="pointer-events-none absolute right-2 bottom-2 z-10 rounded bg-black/70 px-3 py-1 text-sm text-white">
{rolling
? '굴리는 중…'
: disabled
? '이동 중…'
: formatResult(result)}
</div>
</div>
</div>
);
}