Files
webeditor3d/src/runtime-three/runtime-host.ts

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import {
AmbientLight,
AnimationClip,
AnimationMixer,
BufferGeometry,
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DirectionalLight,
Euler,
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Group,
LoopOnce,
LoopRepeat,
Material,
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Mesh,
MeshBasicMaterial,
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MeshStandardMaterial,
PerspectiveCamera,
PointLight,
Quaternion,
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Scene,
ShaderMaterial,
Vector3,
SpotLight,
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WebGLRenderer
} from "three";
import { EffectComposer } from "postprocessing";
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import { createModelInstanceRenderGroup, disposeModelInstance } from "../assets/model-instance-rendering";
import type { LoadedModelAsset } from "../assets/gltf-model-import";
import type { LoadedImageAsset } from "../assets/image-assets";
import type { LoadedAudioAsset } from "../assets/audio-assets";
import type { ProjectAssetRecord } from "../assets/project-assets";
import { buildBoxBrushDerivedMeshData } from "../geometry/box-brush-mesh";
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import { createStarterMaterialSignature, createStarterMaterialTexture } from "../materials/starter-material-textures";
import {
applyAdvancedRenderingLightShadowFlags,
applyAdvancedRenderingRenderableShadowFlags,
configureAdvancedRenderingRenderer,
createAdvancedRenderingComposer,
resolveBoxVolumeRenderPaths,
type ResolvedBoxVolumeRenderPaths
} from "../rendering/advanced-rendering";
import {
areAdvancedRenderingSettingsEqual,
cloneAdvancedRenderingSettings,
type AdvancedRenderingSettings
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} from "../document/world-settings";
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import { FirstPersonNavigationController } from "./first-person-navigation-controller";
import type { FirstPersonTelemetry, NavigationController, RuntimeControllerContext, RuntimePlayerVolumeState } from "./navigation-controller";
import { RapierCollisionWorld } from "./rapier-collision-world";
import { RuntimeInteractionSystem, type RuntimeInteractionDispatcher, type RuntimeInteractionPrompt } from "./runtime-interaction-system";
import { RuntimeAudioSystem } from "./runtime-audio-system";
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import { OrbitVisitorNavigationController } from "./orbit-visitor-navigation-controller";
import type {
RuntimeBoxBrushInstance,
RuntimeLocalLightCollection,
RuntimeNavigationMode,
RuntimeSceneDefinition,
RuntimeTeleportTarget
} from "./runtime-scene-build";
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interface CachedMaterialTexture {
signature: string;
texture: ReturnType<typeof createStarterMaterialTexture>;
}
interface LocalLightRenderObjects {
group: Group;
}
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const FALLBACK_FACE_COLOR = 0x747d89;
export class RuntimeHost {
private readonly scene = new Scene();
private readonly camera = new PerspectiveCamera(70, 1, 0.05, 1000);
private readonly cameraForward = new Vector3();
private readonly volumeOffset = new Vector3();
private readonly volumeInverseRotation = new Quaternion();
private readonly domElement: HTMLCanvasElement;
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private readonly ambientLight = new AmbientLight();
private readonly sunLight = new DirectionalLight();
private readonly localLightGroup = new Group();
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private readonly brushGroup = new Group();
private readonly modelGroup = new Group();
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private readonly firstPersonController = new FirstPersonNavigationController();
private readonly orbitVisitorController = new OrbitVisitorNavigationController();
private readonly interactionSystem = new RuntimeInteractionSystem();
private readonly audioSystem = new RuntimeAudioSystem(this.scene, this.camera, null);
private readonly brushMeshes = new Map<string, Mesh<BufferGeometry, Material[]>>();
private volumeTime = 0;
private readonly volumeAnimatedMaterials: ShaderMaterial[] = [];
private readonly localLightObjects = new Map<string, Group>();
private readonly modelRenderObjects = new Map<string, Group>();
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private readonly materialTextureCache = new Map<string, CachedMaterialTexture>();
private readonly animationMixers = new Map<string, AnimationMixer>();
private readonly instanceAnimationClips = new Map<string, AnimationClip[]>();
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private readonly controllerContext: RuntimeControllerContext;
private readonly renderer: WebGLRenderer | null;
private runtimeScene: RuntimeSceneDefinition | null = null;
private collisionWorld: RapierCollisionWorld | null = null;
private collisionWorldRequestId = 0;
private currentWorld: RuntimeSceneDefinition["world"] | null = null;
private currentAdvancedRenderingSettings: AdvancedRenderingSettings | null = null;
private advancedRenderingComposer: EffectComposer | null = null;
private projectAssets: Record<string, ProjectAssetRecord> = {};
private loadedModelAssets: Record<string, LoadedModelAsset> = {};
private loadedImageAssets: Record<string, LoadedImageAsset> = {};
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private resizeObserver: ResizeObserver | null = null;
private animationFrame = 0;
private previousFrameTime = 0;
private container: HTMLElement | null = null;
private activeController: NavigationController | null = null;
private runtimeMessageHandler: ((message: string | null) => void) | null = null;
private firstPersonTelemetryHandler: ((telemetry: FirstPersonTelemetry | null) => void) | null = null;
private interactionPromptHandler: ((prompt: RuntimeInteractionPrompt | null) => void) | null = null;
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private currentRuntimeMessage: string | null = null;
private currentFirstPersonTelemetry: FirstPersonTelemetry | null = null;
private currentInteractionPrompt: RuntimeInteractionPrompt | null = null;
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constructor(options: { enableRendering?: boolean } = {}) {
const enableRendering = options.enableRendering ?? true;
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this.scene.add(this.ambientLight);
this.scene.add(this.sunLight);
this.scene.add(this.localLightGroup);
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this.scene.add(this.brushGroup);
this.scene.add(this.modelGroup);
this.renderer = enableRendering ? new WebGLRenderer({ antialias: true, alpha: true }) : null;
this.domElement = this.renderer?.domElement ?? document.createElement("canvas");
if (this.renderer !== null) {
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
this.renderer.setClearAlpha(0);
} else {
this.domElement.className = "runner-canvas__surface";
}
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this.controllerContext = {
camera: this.camera,
domElement: this.domElement,
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getRuntimeScene: () => {
if (this.runtimeScene === null) {
throw new Error("Runtime scene has not been loaded.");
}
return this.runtimeScene;
},
resolveFirstPersonMotion: (feetPosition, motion, shape) => this.collisionWorld?.resolveFirstPersonMotion(feetPosition, motion, shape) ?? null,
resolvePlayerVolumeState: (feetPosition) => this.resolvePlayerVolumeState(feetPosition),
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setRuntimeMessage: (message) => {
if (message === this.currentRuntimeMessage) {
return;
}
this.currentRuntimeMessage = message;
this.runtimeMessageHandler?.(message);
},
setFirstPersonTelemetry: (telemetry) => {
this.currentFirstPersonTelemetry = telemetry;
this.firstPersonTelemetryHandler?.(telemetry);
}
};
}
private resolvePlayerVolumeState(feetPosition: { x: number; y: number; z: number }): RuntimePlayerVolumeState {
if (this.runtimeScene === null) {
return {
inWater: false,
inFog: false
};
}
const inWater = this.runtimeScene.volumes.water.some((volume) => this.isPointInsideOrientedVolume(feetPosition, volume));
const inFog = this.runtimeScene.volumes.fog.some((volume) => this.isPointInsideOrientedVolume(feetPosition, volume));
return {
inWater,
inFog
};
}
private isPointInsideOrientedVolume(
point: { x: number; y: number; z: number },
volume: { center: { x: number; y: number; z: number }; rotationDegrees: { x: number; y: number; z: number }; size: { x: number; y: number; z: number } }
): boolean {
this.volumeOffset.set(point.x - volume.center.x, point.y - volume.center.y, point.z - volume.center.z);
this.volumeInverseRotation
.setFromEuler(
new Euler(
(volume.rotationDegrees.x * Math.PI) / 180,
(volume.rotationDegrees.y * Math.PI) / 180,
(volume.rotationDegrees.z * Math.PI) / 180,
"XYZ"
)
)
.invert();
this.volumeOffset.applyQuaternion(this.volumeInverseRotation);
const halfX = volume.size.x * 0.5;
const halfY = volume.size.y * 0.5;
const halfZ = volume.size.z * 0.5;
return (
Math.abs(this.volumeOffset.x) <= halfX &&
Math.abs(this.volumeOffset.y) <= halfY &&
Math.abs(this.volumeOffset.z) <= halfZ
);
}
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mount(container: HTMLElement) {
this.container = container;
container.appendChild(this.domElement);
this.domElement.addEventListener("click", this.handleRuntimeClick);
this.domElement.addEventListener("pointerdown", this.handleRuntimePointerDown);
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this.resize();
this.resizeObserver = new ResizeObserver(() => {
this.resize();
});
this.resizeObserver.observe(container);
this.previousFrameTime = performance.now();
this.render();
}
loadScene(runtimeScene: RuntimeSceneDefinition) {
this.runtimeScene = runtimeScene;
this.currentWorld = runtimeScene.world;
this.interactionSystem.reset();
this.setInteractionPrompt(null);
this.applyWorld();
this.rebuildLocalLights(runtimeScene.localLights);
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this.rebuildBrushMeshes(runtimeScene.brushes);
this.rebuildModelInstances(runtimeScene.modelInstances);
void this.rebuildCollisionWorld(runtimeScene.colliders, runtimeScene.playerCollider);
this.audioSystem.loadScene(runtimeScene);
}
updateAssets(
projectAssets: Record<string, ProjectAssetRecord>,
loadedModelAssets: Record<string, LoadedModelAsset>,
loadedImageAssets: Record<string, LoadedImageAsset>,
loadedAudioAssets: Record<string, LoadedAudioAsset>
) {
this.projectAssets = projectAssets;
this.loadedModelAssets = loadedModelAssets;
this.loadedImageAssets = loadedImageAssets;
if (this.currentWorld !== null) {
this.applyWorld();
}
if (this.runtimeScene !== null) {
this.rebuildModelInstances(this.runtimeScene.modelInstances);
}
this.audioSystem.updateAssets(projectAssets, loadedAudioAssets);
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}
setNavigationMode(mode: RuntimeNavigationMode) {
if (this.runtimeScene === null) {
return;
}
const nextController = mode === "firstPerson" ? this.firstPersonController : this.orbitVisitorController;
if (this.activeController?.id === nextController.id) {
return;
}
if (this.activeController === this.firstPersonController && this.currentFirstPersonTelemetry !== null && nextController === this.orbitVisitorController) {
this.orbitVisitorController.setFocusPoint(this.currentFirstPersonTelemetry.feetPosition);
}
this.activeController?.deactivate(this.controllerContext);
this.interactionSystem.reset();
this.setInteractionPrompt(null);
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this.activeController = nextController;
this.activeController.activate(this.controllerContext);
}
setRuntimeMessageHandler(handler: ((message: string | null) => void) | null) {
this.runtimeMessageHandler = handler;
this.audioSystem.setRuntimeMessageHandler(handler);
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}
setFirstPersonTelemetryHandler(handler: ((telemetry: FirstPersonTelemetry | null) => void) | null) {
this.firstPersonTelemetryHandler = handler;
}
setInteractionPromptHandler(handler: ((prompt: RuntimeInteractionPrompt | null) => void) | null) {
this.interactionPromptHandler = handler;
}
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dispose() {
if (this.animationFrame !== 0) {
cancelAnimationFrame(this.animationFrame);
this.animationFrame = 0;
}
this.activeController?.deactivate(this.controllerContext);
this.activeController = null;
this.setInteractionPrompt(null);
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this.resizeObserver?.disconnect();
this.resizeObserver = null;
this.clearLocalLights();
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this.clearBrushMeshes();
this.clearModelInstances();
this.collisionWorldRequestId += 1;
this.clearCollisionWorld();
this.audioSystem.dispose();
this.advancedRenderingComposer?.dispose();
this.advancedRenderingComposer = null;
this.currentAdvancedRenderingSettings = null;
if (this.renderer !== null) {
this.renderer.autoClear = true;
}
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for (const cachedTexture of this.materialTextureCache.values()) {
cachedTexture.texture.dispose();
}
this.materialTextureCache.clear();
this.renderer?.dispose();
this.domElement.removeEventListener("click", this.handleRuntimeClick);
this.domElement.removeEventListener("pointerdown", this.handleRuntimePointerDown);
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if (this.container !== null && this.container.contains(this.domElement)) {
this.container.removeChild(this.domElement);
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}
this.container = null;
}
private applyWorld() {
if (this.currentWorld === null) {
return;
}
const world = this.currentWorld;
this.ambientLight.color.set(world.ambientLight.colorHex);
this.ambientLight.intensity = world.ambientLight.intensity;
this.sunLight.color.set(world.sunLight.colorHex);
this.sunLight.intensity = world.sunLight.intensity;
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this.sunLight.position
.set(
world.sunLight.direction.x,
world.sunLight.direction.y,
world.sunLight.direction.z
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)
.normalize()
.multiplyScalar(18);
if (world.background.mode === "image") {
const texture = this.loadedImageAssets[world.background.assetId]?.texture ?? null;
this.scene.background = texture;
this.scene.environment = texture;
this.scene.environmentIntensity = world.background.environmentIntensity;
} else {
this.scene.background = null;
this.scene.environment = null;
this.scene.environmentIntensity = 1;
}
if (this.renderer !== null) {
configureAdvancedRenderingRenderer(this.renderer, world.advancedRendering);
this.syncAdvancedRenderingComposer(world.advancedRendering);
}
this.applyShadowState();
}
private async rebuildCollisionWorld(colliders: RuntimeSceneDefinition["colliders"], playerShape: RuntimeSceneDefinition["playerCollider"]) {
const requestId = ++this.collisionWorldRequestId;
this.clearCollisionWorld();
try {
const nextCollisionWorld = await RapierCollisionWorld.create(colliders, playerShape);
if (requestId !== this.collisionWorldRequestId) {
nextCollisionWorld.dispose();
return;
}
this.collisionWorld = nextCollisionWorld;
} catch (error) {
if (requestId !== this.collisionWorldRequestId) {
return;
}
const message = error instanceof Error ? error.message : "Runner collision initialization failed.";
this.currentRuntimeMessage = `Runner collision initialization failed: ${message}`;
this.runtimeMessageHandler?.(this.currentRuntimeMessage);
}
}
private clearCollisionWorld() {
this.collisionWorld?.dispose();
this.collisionWorld = null;
}
private syncAdvancedRenderingComposer(settings: AdvancedRenderingSettings) {
if (this.renderer === null) {
return;
}
const shouldUseComposer = settings.enabled;
const settingsChanged =
this.currentAdvancedRenderingSettings === null ||
!areAdvancedRenderingSettingsEqual(this.currentAdvancedRenderingSettings, settings);
if (!shouldUseComposer) {
if (this.advancedRenderingComposer !== null) {
this.advancedRenderingComposer.dispose();
this.advancedRenderingComposer = null;
}
this.currentAdvancedRenderingSettings = null;
this.renderer.autoClear = true;
return;
}
if (this.advancedRenderingComposer !== null && !settingsChanged) {
return;
}
if (this.advancedRenderingComposer !== null) {
this.advancedRenderingComposer.dispose();
}
this.advancedRenderingComposer = createAdvancedRenderingComposer(this.renderer, this.scene, this.camera, settings);
this.currentAdvancedRenderingSettings = cloneAdvancedRenderingSettings(settings);
this.renderer.autoClear = false;
}
private applyShadowState() {
if (this.currentWorld === null) {
return;
}
const advancedRendering = this.currentWorld.advancedRendering;
const shadowsEnabled = advancedRendering.enabled && advancedRendering.shadows.enabled;
applyAdvancedRenderingLightShadowFlags(this.sunLight, advancedRendering);
for (const renderGroup of this.localLightObjects.values()) {
applyAdvancedRenderingLightShadowFlags(renderGroup, advancedRendering);
}
for (const mesh of this.brushMeshes.values()) {
applyAdvancedRenderingRenderableShadowFlags(mesh, shadowsEnabled);
}
for (const renderGroup of this.modelRenderObjects.values()) {
applyAdvancedRenderingRenderableShadowFlags(renderGroup, shadowsEnabled);
}
}
private rebuildLocalLights(localLights: RuntimeLocalLightCollection) {
this.clearLocalLights();
for (const pointLight of localLights.pointLights) {
const renderObjects = this.createPointLightRuntimeObjects(pointLight);
this.localLightGroup.add(renderObjects.group);
this.localLightObjects.set(pointLight.entityId, renderObjects.group);
}
for (const spotLight of localLights.spotLights) {
const renderObjects = this.createSpotLightRuntimeObjects(spotLight);
this.localLightGroup.add(renderObjects.group);
this.localLightObjects.set(spotLight.entityId, renderObjects.group);
}
this.applyShadowState();
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}
private createPointLightRuntimeObjects(pointLight: RuntimeLocalLightCollection["pointLights"][number]): LocalLightRenderObjects {
const group = new Group();
const light = new PointLight(pointLight.colorHex, pointLight.intensity, pointLight.distance);
group.position.set(pointLight.position.x, pointLight.position.y, pointLight.position.z);
light.position.set(0, 0, 0);
group.add(light);
return {
group
};
}
private createSpotLightRuntimeObjects(spotLight: RuntimeLocalLightCollection["spotLights"][number]): LocalLightRenderObjects {
const group = new Group();
const light = new SpotLight(
spotLight.colorHex,
spotLight.intensity,
spotLight.distance,
(spotLight.angleDegrees * Math.PI) / 180,
0.18,
1
);
const direction = new Vector3(spotLight.direction.x, spotLight.direction.y, spotLight.direction.z).normalize();
const orientation = new Quaternion().setFromUnitVectors(new Vector3(0, 1, 0), direction);
group.position.set(spotLight.position.x, spotLight.position.y, spotLight.position.z);
group.quaternion.copy(orientation);
light.position.set(0, 0, 0);
light.target.position.set(0, 1, 0);
group.add(light);
group.add(light.target);
return {
group
};
}
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private rebuildBrushMeshes(brushes: RuntimeBoxBrushInstance[]) {
this.clearBrushMeshes();
const volumeRenderPaths: ResolvedBoxVolumeRenderPaths =
this.currentWorld === null ? { fog: "performance", water: "performance" } : resolveBoxVolumeRenderPaths(this.currentWorld.advancedRendering);
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for (const brush of brushes) {
const geometry = buildBoxBrushDerivedMeshData(brush).geometry;
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const materials = [
this.createFaceMaterial(brush, "posX", brush.faces.posX.material, volumeRenderPaths),
this.createFaceMaterial(brush, "negX", brush.faces.negX.material, volumeRenderPaths),
this.createFaceMaterial(brush, "posY", brush.faces.posY.material, volumeRenderPaths),
this.createFaceMaterial(brush, "negY", brush.faces.negY.material, volumeRenderPaths),
this.createFaceMaterial(brush, "posZ", brush.faces.posZ.material, volumeRenderPaths),
this.createFaceMaterial(brush, "negZ", brush.faces.negZ.material, volumeRenderPaths)
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];
const mesh = new Mesh(geometry, materials);
mesh.position.set(brush.center.x, brush.center.y, brush.center.z);
mesh.rotation.set(
(brush.rotationDegrees.x * Math.PI) / 180,
(brush.rotationDegrees.y * Math.PI) / 180,
(brush.rotationDegrees.z * Math.PI) / 180
);
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this.brushGroup.add(mesh);
this.brushMeshes.set(brush.id, mesh);
}
this.applyShadowState();
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}
private rebuildModelInstances(modelInstances: RuntimeSceneDefinition["modelInstances"]) {
this.clearModelInstances();
for (const modelInstance of modelInstances) {
const asset = this.projectAssets[modelInstance.assetId];
const loadedAsset = this.loadedModelAssets[modelInstance.assetId];
const renderGroup = createModelInstanceRenderGroup(
{
id: modelInstance.instanceId,
kind: "modelInstance",
assetId: modelInstance.assetId,
name: modelInstance.name,
position: modelInstance.position,
rotationDegrees: modelInstance.rotationDegrees,
scale: modelInstance.scale,
collision: {
mode: "none",
visible: false
}
},
asset,
loadedAsset,
false
);
this.modelGroup.add(renderGroup);
this.modelRenderObjects.set(modelInstance.instanceId, renderGroup);
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if (loadedAsset?.animations && loadedAsset.animations.length > 0) {
const mixer = new AnimationMixer(renderGroup);
this.animationMixers.set(modelInstance.instanceId, mixer);
this.instanceAnimationClips.set(modelInstance.instanceId, loadedAsset.animations);
if (modelInstance.animationAutoplay === true && modelInstance.animationClipName) {
const clip = AnimationClip.findByName(loadedAsset.animations, modelInstance.animationClipName);
if (clip) {
mixer.clipAction(clip).play();
}
}
}
}
this.applyShadowState();
}
private createFaceMaterial(
brush: RuntimeBoxBrushInstance,
faceId: "posX" | "negX" | "posY" | "negY" | "posZ" | "negZ",
material: RuntimeBoxBrushInstance["faces"]["posX"]["material"],
volumeRenderPaths: { fog: "performance" | "quality"; water: "performance" | "quality" }
): Material {
if (brush.volume.mode === "water") {
if (volumeRenderPaths.water === "quality") {
return this.createWaterQualityMaterial(brush, faceId);
}
// Performance fallback: simple transparent material
const baseOpacity = Math.max(0.05, Math.min(1, brush.volume.water.surfaceOpacity));
return new MeshBasicMaterial({
color: brush.volume.water.colorHex,
transparent: true,
opacity: faceId === "posY" ? Math.min(1, baseOpacity + 0.18) : baseOpacity * 0.5,
depthWrite: false
});
}
if (brush.volume.mode === "fog") {
if (volumeRenderPaths.fog === "quality") {
return this.createFogQualityMaterial(brush);
}
// Performance fallback: simple transparent material
const densityOpacity = Math.max(0.06, Math.min(0.72, brush.volume.fog.density * 0.8 + 0.08));
return new MeshBasicMaterial({
color: brush.volume.fog.colorHex,
transparent: true,
opacity: densityOpacity,
depthWrite: false
});
}
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if (material === null) {
return new MeshStandardMaterial({
color: FALLBACK_FACE_COLOR,
roughness: 0.9,
metalness: 0.05
});
}
return new MeshStandardMaterial({
color: 0xffffff,
map: this.getOrCreateTexture(material),
roughness: 0.92,
metalness: 0.02
});
}
// Animated water surface shader — only used in quality mode.
// The top face (posY) shows vertex-displaced waves; side/bottom faces are subtle.
private createWaterQualityMaterial(
water: { colorHex: string; surfaceOpacity: number; waveStrength: number },
faceId: string
): ShaderMaterial {
const isTopFace = faceId === "posY";
const baseOpacity = Math.max(0.05, Math.min(1, water.surfaceOpacity));
const opacity = isTopFace ? Math.min(1, baseOpacity + 0.2) : baseOpacity * 0.45;
const waveStrength = water.waveStrength;
// Parse hex color into r/g/b floats for GLSL
const hex = water.colorHex.replace("#", "");
const cr = parseInt(hex.substring(0, 2), 16) / 255;
const cg = parseInt(hex.substring(2, 4), 16) / 255;
const cb = parseInt(hex.substring(4, 6), 16) / 255;
const vertexShader = /* glsl */ `
uniform float time;
uniform float waveAmp;
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vViewDir;
void main() {
vUv = uv;
vNormal = normalize(normalMatrix * normal);
vec3 pos = position;
// Vertical wave displacement only on top-facing normals
float upFactor = max(0.0, normal.y);
float w1 = sin(pos.x * 3.2 + time * 1.7) * 0.045;
float w2 = sin(pos.z * 2.8 + time * 1.3 + 1.4) * 0.038;
float w3 = cos(pos.x * 1.6 + pos.z * 1.4 + time * 2.1) * 0.028;
pos.y += (w1 + w2 + w3) * waveAmp * upFactor;
vec4 worldPos = modelMatrix * vec4(pos, 1.0);
vViewDir = normalize(cameraPosition - worldPos.xyz);
gl_Position = projectionMatrix * viewMatrix * worldPos;
}
`;
const fragmentShader = /* glsl */ `
uniform vec3 waterColor;
uniform float surfaceOpacity;
uniform float waveStrength;
uniform float time;
varying vec2 vUv;
varying vec3 vNormal;
varying vec3 vViewDir;
void main() {
// Two scrolling UV patterns combine into animated ripples
vec2 uv1 = vUv + vec2(time * 0.05, time * 0.03);
vec2 uv2 = vUv * 1.6 + vec2(-time * 0.03, time * 0.06);
float r1 = sin(uv1.x * 10.0 + uv1.y * 8.0) * 0.5 + 0.5;
float r2 = sin(uv2.x * 7.0 - uv2.y * 12.0) * 0.5 + 0.5;
float ripple = r1 * r2;
// Fresnel: brighter when viewed at a grazing angle
float fresnel = pow(1.0 - max(0.0, dot(vNormal, vViewDir)), 2.5);
vec3 highlight = mix(waterColor, vec3(1.0), 0.55);
vec3 color = mix(waterColor, highlight, ripple * waveStrength * 0.55);
color = mix(color, vec3(1.0), fresnel * 0.14);
float alpha = surfaceOpacity + ripple * waveStrength * 0.12 + fresnel * 0.2;
alpha = clamp(alpha, 0.02, 1.0);
gl_FragColor = vec4(color, alpha);
}
`;
const mat = new ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
time: { value: this.volumeTime },
waterColor: { value: [cr, cg, cb] },
surfaceOpacity: { value: opacity },
waveStrength: { value: waveStrength },
waveAmp: { value: waveStrength }
},
transparent: true,
depthWrite: false
});
this.volumeAnimatedMaterials.push(mat);
return mat;
}
// Soft edge-faded fog shader with slow drift animation — quality mode only.
private createFogQualityMaterial(fog: { colorHex: string; density: number }): ShaderMaterial {
const hex = fog.colorHex.replace("#", "");
const cr = parseInt(hex.substring(0, 2), 16) / 255;
const cg = parseInt(hex.substring(2, 4), 16) / 255;
const cb = parseInt(hex.substring(4, 6), 16) / 255;
const vertexShader = /* glsl */ `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`;
const fragmentShader = /* glsl */ `
uniform vec3 fogColor;
uniform float fogDensity;
uniform float time;
varying vec2 vUv;
void main() {
// Soft fade: distance from the center of each face in UV space
vec2 dist = abs(vUv - 0.5) * 2.0; // 0 at center, 1 at edge
float edgeFade = 1.0 - smoothstep(0.4, 1.0, max(dist.x, dist.y));
// Slow drifting noise to break up the flat look
float drift = sin(vUv.x * 4.5 + time * 0.28) * sin(vUv.y * 3.2 + time * 0.22);
float variation = 0.82 + drift * 0.18;
float alpha = fogDensity * edgeFade * variation;
alpha = clamp(alpha, 0.0, 0.88);
// Edge scatter brightening
vec3 color = mix(fogColor, vec3(1.0), (1.0 - edgeFade) * 0.09);
gl_FragColor = vec4(color, alpha);
}
`;
const mat = new ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
fogColor: { value: [cr, cg, cb] },
fogDensity: { value: Math.min(0.9, fog.density + 0.12) },
time: { value: this.volumeTime }
},
transparent: true,
depthWrite: false,
side: 2 // THREE.DoubleSide — fog is visible from inside too
});
this.volumeAnimatedMaterials.push(mat);
return mat;
}
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private getOrCreateTexture(material: NonNullable<RuntimeBoxBrushInstance["faces"]["posX"]["material"]>) {
const signature = createStarterMaterialSignature(material);
const cachedTexture = this.materialTextureCache.get(material.id);
if (cachedTexture !== undefined && cachedTexture.signature === signature) {
return cachedTexture.texture;
}
cachedTexture?.texture.dispose();
const texture = createStarterMaterialTexture(material);
this.materialTextureCache.set(material.id, {
signature,
texture
});
return texture;
}
private clearLocalLights() {
for (const renderGroup of this.localLightObjects.values()) {
this.localLightGroup.remove(renderGroup);
}
this.localLightObjects.clear();
}
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private clearBrushMeshes() {
for (const mesh of this.brushMeshes.values()) {
this.brushGroup.remove(mesh);
mesh.geometry.dispose();
for (const material of mesh.material) {
material.dispose();
}
}
this.brushMeshes.clear();
this.volumeAnimatedMaterials.length = 0;
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}
private clearModelInstances() {
for (const mixer of this.animationMixers.values()) {
mixer.stopAllAction();
}
this.animationMixers.clear();
this.instanceAnimationClips.clear();
for (const renderGroup of this.modelRenderObjects.values()) {
this.modelGroup.remove(renderGroup);
disposeModelInstance(renderGroup);
}
this.modelRenderObjects.clear();
}
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private resize() {
if (this.container === null) {
return;
}
const width = this.container.clientWidth;
const height = this.container.clientHeight;
if (width === 0 || height === 0) {
return;
}
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.domElement.width = width;
this.domElement.height = height;
this.renderer?.setSize(width, height, false);
this.advancedRenderingComposer?.setSize(width, height);
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}
private render = () => {
this.animationFrame = window.requestAnimationFrame(this.render);
const now = performance.now();
const dt = Math.min((now - this.previousFrameTime) / 1000, 1 / 20);
this.previousFrameTime = now;
this.activeController?.update(dt);
this.audioSystem.updateListenerTransform();
this.volumeTime += dt;
for (const mat of this.volumeAnimatedMaterials) {
(mat.uniforms["time"] as { value: number }).value = this.volumeTime;
}
for (const mixer of this.animationMixers.values()) {
mixer.update(dt);
}
if (this.runtimeScene !== null && this.activeController === this.firstPersonController && this.currentFirstPersonTelemetry !== null) {
this.interactionSystem.updatePlayerPosition(this.currentFirstPersonTelemetry.feetPosition, this.runtimeScene, this.createInteractionDispatcher());
this.camera.getWorldDirection(this.cameraForward);
this.setInteractionPrompt(
this.interactionSystem.resolveClickInteractionPrompt(
this.currentFirstPersonTelemetry.eyePosition,
{
x: this.cameraForward.x,
y: this.cameraForward.y,
z: this.cameraForward.z
},
this.runtimeScene
)
);
} else {
this.setInteractionPrompt(null);
}
if (this.advancedRenderingComposer !== null) {
this.advancedRenderingComposer.render(dt);
return;
}
this.renderer?.render(this.scene, this.camera);
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};
private applyTeleportPlayerAction(target: RuntimeTeleportTarget) {
this.firstPersonController.teleportTo(target.position, target.yawDegrees);
}
private applyToggleBrushVisibilityAction(brushId: string, visible: boolean | undefined) {
const mesh = this.brushMeshes.get(brushId);
if (mesh === undefined) {
return;
}
mesh.visible = visible ?? !mesh.visible;
}
private applyPlayAnimationAction(instanceId: string, clipName: string, loop: boolean | undefined) {
const mixer = this.animationMixers.get(instanceId);
const clips = this.instanceAnimationClips.get(instanceId);
if (!mixer || !clips) {
console.warn(`playAnimation: no mixer for instance ${instanceId}`);
return;
}
const clip = AnimationClip.findByName(clips, clipName);
if (!clip) {
console.warn(`playAnimation: clip "${clipName}" not found on instance ${instanceId}`);
return;
}
// LoopRepeat is the three.js default; LoopOnce plays the clip a single time then stops.
const action = mixer.clipAction(clip);
action.loop = loop === false ? LoopOnce : LoopRepeat;
action.clampWhenFinished = loop === false;
mixer.stopAllAction();
action.reset().play();
}
private applyStopAnimationAction(instanceId: string) {
const mixer = this.animationMixers.get(instanceId);
if (!mixer) {
console.warn(`stopAnimation: no mixer for instance ${instanceId}`);
return;
}
mixer.stopAllAction();
}
private createInteractionDispatcher(): RuntimeInteractionDispatcher {
return {
teleportPlayer: (target) => {
this.applyTeleportPlayerAction(target);
},
toggleBrushVisibility: (brushId, visible) => {
this.applyToggleBrushVisibilityAction(brushId, visible);
},
playAnimation: (instanceId, clipName, loop) => {
this.applyPlayAnimationAction(instanceId, clipName, loop);
},
stopAnimation: (instanceId) => {
this.applyStopAnimationAction(instanceId);
},
playSound: (soundEmitterId, link) => {
this.audioSystem.playSound(soundEmitterId, link);
},
stopSound: (soundEmitterId) => {
this.audioSystem.stopSound(soundEmitterId);
}
};
}
private setInteractionPrompt(prompt: RuntimeInteractionPrompt | null) {
if (
this.currentInteractionPrompt?.sourceEntityId === prompt?.sourceEntityId &&
this.currentInteractionPrompt?.prompt === prompt?.prompt &&
this.currentInteractionPrompt?.distance === prompt?.distance &&
this.currentInteractionPrompt?.range === prompt?.range
) {
return;
}
this.currentInteractionPrompt = prompt;
this.interactionPromptHandler?.(prompt);
}
private handleRuntimeClick = () => {
this.audioSystem.handleUserGesture();
if (this.runtimeScene === null || this.activeController !== this.firstPersonController || this.currentInteractionPrompt === null) {
return;
}
this.interactionSystem.dispatchClickInteraction(this.currentInteractionPrompt.sourceEntityId, this.runtimeScene, this.createInteractionDispatcher());
};
private handleRuntimePointerDown = () => {
this.audioSystem.handleUserGesture();
};
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}