Release v0.1.9 2026-07-13

This commit is contained in:
Warren H
2026-07-13 19:37:30 -04:00
parent 18c416d4d2
commit aa9f5eff20
35 changed files with 1064 additions and 48 deletions
+97 -17
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@@ -1,15 +1,22 @@
import { useFrame } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";
import { Suspense, useEffect, useLayoutEffect, useMemo, useRef } from "react";
import { Component, Suspense, useEffect, useLayoutEffect, useMemo, useRef, type ReactNode } from "react";
import * as THREE from "three";
import { ARENA_CENTER, ARENA_SIZE_MULTIPLIER, ARENA_WALL_RADIUS } from "../game/arena";
import { bossRoomFor, type BossRoomDefinition, type BossRoomFloor } from "../game/bossRooms";
import { useGameStore } from "../game/store";
import { LEGACY_GAME_ASSETS_FORCED, useGameGLTF } from "./GameAssetProvider";
const ROOM_CENTER_Z = ARENA_CENTER[1];
const KAYKIT_DUNGEON_PILLAR_URL = new URL("../assets/game/models/original/environment/kaykit-dungeon/pillar-decorated.glb", import.meta.url).href;
const KAYKIT_DUNGEON_WALL_URL = new URL("../assets/game/models/original/environment/kaykit-dungeon/wall-pillar.glb", import.meta.url).href;
const KAYKIT_DUNGEON_TORCH_URL = new URL("../assets/game/models/original/environment/kaykit-dungeon/torch-lit.glb", import.meta.url).href;
const KAYKIT_DUNGEON_KIT_URL = new URL("../assets/game/models/original/environment/kaykit-dungeon/dungeon-kit-uastc.glb", import.meta.url).href;
const DUNGEON_MESH_NAMES = {
pillar: "pillar_decorated",
wall: "wall_pillar",
torch: "torch_lit",
} as const;
type ArenaFixture = {
position: readonly [number, number, number];
@@ -106,21 +113,19 @@ function firstMesh(scene: THREE.Object3D) {
return mesh as THREE.Mesh<THREE.BufferGeometry, THREE.Material | THREE.Material[]>;
}
function DungeonAssetInstances({
url,
function DungeonMeshInstances({
mesh,
fixtures,
tint,
opacity = 1,
colors,
}: {
url: string;
mesh: THREE.Mesh<THREE.BufferGeometry, THREE.Material | THREE.Material[]>;
fixtures: readonly ArenaFixture[];
tint: string;
opacity?: number;
colors?: readonly THREE.Color[];
}) {
const gltf = useGLTF(url, false, true);
const mesh = useMemo(() => firstMesh(gltf.scene), [gltf.scene]);
const sourceMaterial = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
const material = useMemo(() => {
const next = sourceMaterial.clone();
@@ -156,20 +161,77 @@ function DungeonAssetInstances({
return <instancedMesh ref={instances} args={[mesh.geometry, material, fixtures.length]} castShadow receiveShadow />;
}
function ArenaArchitecture({ room }: { room: BossRoomDefinition }) {
const walls = useMemo(() => ARENA_WALL_SEGMENTS.map((fixture) => ({
function LegacyDungeonAssetInstances({
url,
...props
}: Omit<Parameters<typeof DungeonMeshInstances>[0], "mesh"> & { url: string }) {
const gltf = useGLTF(url, false, true);
const mesh = useMemo(() => firstMesh(gltf.scene), [gltf.scene]);
return <DungeonMeshInstances mesh={mesh} {...props} />;
}
function arenaWalls(room: BossRoomDefinition) {
return ARENA_WALL_SEGMENTS.map((fixture) => ({
...fixture,
scaleY: room.wallHeight / 4,
})), [room.wallHeight]);
}));
}
function LegacyArenaArchitecture({ room }: { room: BossRoomDefinition }) {
const walls = useMemo(() => arenaWalls(room), [room]);
return (
<group>
<DungeonAssetInstances url={KAYKIT_DUNGEON_WALL_URL} fixtures={walls} tint={room.wallColor} opacity={0.54} />
<DungeonAssetInstances url={KAYKIT_DUNGEON_PILLAR_URL} fixtures={ARENA_COLUMNS} tint={room.wallColor} />
<DungeonAssetInstances url={KAYKIT_DUNGEON_TORCH_URL} fixtures={ARENA_TORCHES} tint="#ffffff" colors={ARENA_TORCH_COLORS} />
<LegacyDungeonAssetInstances url={KAYKIT_DUNGEON_WALL_URL} fixtures={walls} tint={room.wallColor} opacity={0.54} />
<LegacyDungeonAssetInstances url={KAYKIT_DUNGEON_PILLAR_URL} fixtures={ARENA_COLUMNS} tint={room.wallColor} />
<LegacyDungeonAssetInstances url={KAYKIT_DUNGEON_TORCH_URL} fixtures={ARENA_TORCHES} tint="#ffffff" colors={ARENA_TORCH_COLORS} />
</group>
);
}
function namedMesh(scene: THREE.Object3D, name: string) {
const object = scene.getObjectByName(name);
if (object instanceof THREE.Mesh) {
return object as THREE.Mesh<THREE.BufferGeometry, THREE.Material | THREE.Material[]>;
}
throw new Error(`Dungeon kit is missing mesh ${name}.`);
}
function DungeonKitArchitecture({ room }: { room: BossRoomDefinition }) {
const gltf = useGameGLTF(KAYKIT_DUNGEON_KIT_URL);
const walls = useMemo(() => arenaWalls(room), [room]);
const meshes = useMemo(() => ({
pillar: namedMesh(gltf.scene, DUNGEON_MESH_NAMES.pillar),
wall: namedMesh(gltf.scene, DUNGEON_MESH_NAMES.wall),
torch: namedMesh(gltf.scene, DUNGEON_MESH_NAMES.torch),
}), [gltf.scene]);
return (
<group>
<DungeonMeshInstances mesh={meshes.wall} fixtures={walls} tint={room.wallColor} opacity={0.54} />
<DungeonMeshInstances mesh={meshes.pillar} fixtures={ARENA_COLUMNS} tint={room.wallColor} />
<DungeonMeshInstances mesh={meshes.torch} fixtures={ARENA_TORCHES} tint="#ffffff" colors={ARENA_TORCH_COLORS} />
</group>
);
}
class DungeonAssetErrorBoundary extends Component<{
children: ReactNode;
fallback: ReactNode;
}, { failed: boolean }> {
state = { failed: false };
static getDerivedStateFromError() {
return { failed: true };
}
componentDidCatch(error: unknown) {
console.warn("Optimized dungeon asset failed; using legacy GLBs.", error);
}
render() {
return this.state.failed ? this.props.fallback : this.props.children;
}
}
function RoomWallFallback({ room }: { room: BossRoomDefinition }) {
const walls = useRef<THREE.Group>(null);
const previousCameraPosition = useRef<THREE.Vector3 | null>(null);
@@ -205,14 +267,30 @@ function RoomWallFallback({ room }: { room: BossRoomDefinition }) {
);
}
function RoomWalls({ room }: { room: BossRoomDefinition }) {
function LegacyRoomWalls({ room }: { room: BossRoomDefinition }) {
return (
<Suspense fallback={<RoomWallFallback room={room} />}>
<ArenaArchitecture room={room} />
<LegacyArenaArchitecture room={room} />
</Suspense>
);
}
function OptimizedRoomWalls({ room }: { room: BossRoomDefinition }) {
return (
<DungeonAssetErrorBoundary fallback={<LegacyRoomWalls room={room} />}>
<Suspense fallback={<RoomWallFallback room={room} />}>
<DungeonKitArchitecture room={room} />
</Suspense>
</DungeonAssetErrorBoundary>
);
}
function RoomWalls({ room }: { room: BossRoomDefinition }) {
return LEGACY_GAME_ASSETS_FORCED
? <LegacyRoomWalls room={room} />
: <OptimizedRoomWalls room={room} />;
}
function RoomMarks({ room }: { room: BossRoomDefinition }) {
const rays = useRef<THREE.InstancedMesh>(null);
const pattern = ROOM_PATTERNS[room.floor];
@@ -345,6 +423,8 @@ export function BossRoom() {
);
}
useGLTF.preload(KAYKIT_DUNGEON_PILLAR_URL, false, true);
useGLTF.preload(KAYKIT_DUNGEON_WALL_URL, false, true);
useGLTF.preload(KAYKIT_DUNGEON_TORCH_URL, false, true);
if (LEGACY_GAME_ASSETS_FORCED) {
useGLTF.preload(KAYKIT_DUNGEON_PILLAR_URL, false, true);
useGLTF.preload(KAYKIT_DUNGEON_WALL_URL, false, true);
useGLTF.preload(KAYKIT_DUNGEON_TORCH_URL, false, true);
}
+5 -3
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@@ -1,14 +1,14 @@
import { Canvas } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";
import { Suspense, useMemo } from "react";
import * as THREE from "three";
import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
import { BOSS_DEFINITIONS } from "../game/bossCatalog";
import { ALTERNATE_BOSS_CONFIG, bossVisualUrl } from "../game/bossVisuals";
import type { BossId } from "../game/types";
import { GameAssetProvider, LEGACY_GAME_ASSETS_FORCED, useGameGLTF } from "./GameAssetProvider";
function PortraitModel({ bossId }: { bossId: BossId }) {
const gltf = useGLTF(bossVisualUrl(bossId), false, true);
const gltf = useGameGLTF(bossVisualUrl(bossId, !LEGACY_GAME_ASSETS_FORCED));
const model = useMemo(() => {
const clone = cloneSkeleton(gltf.scene);
clone.updateMatrixWorld(true);
@@ -49,7 +49,9 @@ export function BossTrophyPortrait({ bossId }: { bossId: BossId }) {
<ambientLight intensity={1.9} />
<directionalLight color="#fff3cf" intensity={3.2} position={[3, 5, 4]} />
<directionalLight color={boss.accent} intensity={2.1} position={[-4, 2, -2]} />
<Suspense fallback={null}><PortraitModel bossId={bossId} /></Suspense>
<GameAssetProvider>
<Suspense fallback={null}><PortraitModel bossId={bossId} /></Suspense>
</GameAssetProvider>
</Canvas>
<span aria-hidden="true">{boss.icon}</span>
</div>
+43
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@@ -0,0 +1,43 @@
import { useGLTF } from "@react-three/drei";
import { useThree } from "@react-three/fiber";
import { createContext, useContext, useEffect, useState, type ReactNode } from "react";
import { KTX2Loader } from "three-stdlib";
const BASIS_TRANSCODER_PATH = `${import.meta.env.BASE_URL}basis/`;
const query = typeof window === "undefined" ? null : new URLSearchParams(window.location.search);
export const LEGACY_GAME_ASSETS_FORCED = import.meta.env.VITE_LEGACY_GAME_ASSETS === "1"
|| import.meta.env.VITE_LEGACY_DUNGEON_ASSETS === "1"
|| query?.has("legacyGameAssets") === true
|| query?.has("legacyDungeonAssets") === true;
const Ktx2LoaderContext = createContext<KTX2Loader | null>(null);
export function selectedGameAssetUrl(legacyUrl: string, optimizedUrl: string) {
return LEGACY_GAME_ASSETS_FORCED ? legacyUrl : optimizedUrl;
}
export function GameAssetProvider({ children }: { children: ReactNode }) {
const gl = useThree((state) => state.gl);
const [ktx2Loader] = useState(() => LEGACY_GAME_ASSETS_FORCED
? null
: new KTX2Loader().setTranscoderPath(BASIS_TRANSCODER_PATH).detectSupport(gl));
useEffect(() => () => {
ktx2Loader?.dispose();
}, [ktx2Loader]);
return <Ktx2LoaderContext.Provider value={ktx2Loader}>{children}</Ktx2LoaderContext.Provider>;
}
export function useGameGLTF(url: string) {
const ktx2Loader = useContext(Ktx2LoaderContext);
return useGLTF(
url,
false,
true,
(loader) => {
if (ktx2Loader) loader.setKTX2Loader(ktx2Loader);
},
);
}
+65 -21
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@@ -30,15 +30,30 @@ import type { BossId, MemberId, PulseKind } from "../game/types";
import { BossRoom } from "./BossRoom";
import { BossMechanicIndicators } from "./boss/BossMechanicIndicators";
import { bossCanTrackTarget, bossDeathOpacity } from "./boss/bossDeathVisuals";
import { GameAssetProvider, LEGACY_GAME_ASSETS_FORCED, selectedGameAssetUrl, useGameGLTF } from "./GameAssetProvider";
const PARTY_MODEL_URLS: Record<MemberId, string> = {
const PARTY_MODEL_LEGACY_URLS: Record<MemberId, string> = {
aelia: new URL("../assets/game/models/claudecraft/chars/players/druid.glb", import.meta.url).href,
brann: new URL("../assets/game/models/claudecraft/chars/players/knight.glb", import.meta.url).href,
nia: new URL("../assets/game/models/claudecraft/chars/players/ranger.glb", import.meta.url).href,
orin: new URL("../assets/game/models/claudecraft/chars/players/mage.glb", import.meta.url).href,
vale: new URL("../assets/game/models/claudecraft/chars/players/rogue.glb", import.meta.url).href,
};
const PARTY_WEAPON_URLS: Record<MemberId, { right: string; left?: string }> = {
const PARTY_MODEL_OPTIMIZED_URLS: Record<MemberId, string> = {
aelia: new URL("../assets/game/models/claudecraft/chars/players/druid-uastc.glb", import.meta.url).href,
brann: new URL("../assets/game/models/claudecraft/chars/players/knight-uastc.glb", import.meta.url).href,
nia: new URL("../assets/game/models/claudecraft/chars/players/ranger-uastc.glb", import.meta.url).href,
orin: new URL("../assets/game/models/claudecraft/chars/players/mage-uastc.glb", import.meta.url).href,
vale: new URL("../assets/game/models/claudecraft/chars/players/rogue-uastc.glb", import.meta.url).href,
};
const PARTY_MODEL_URLS = Object.fromEntries(Object.keys(PARTY_MODEL_LEGACY_URLS).map((memberId) => [
memberId,
selectedGameAssetUrl(
PARTY_MODEL_LEGACY_URLS[memberId as MemberId],
PARTY_MODEL_OPTIMIZED_URLS[memberId as MemberId],
),
])) as Record<MemberId, string>;
const PARTY_WEAPON_LEGACY_URLS: Record<MemberId, { right: string; left?: string }> = {
aelia: { right: new URL("../assets/game/models/claudecraft/weapons/adv_druid_staff.glb", import.meta.url).href },
brann: {
right: new URL("../assets/game/models/claudecraft/weapons/adv_sword_1handed.glb", import.meta.url).href,
@@ -54,6 +69,30 @@ const PARTY_WEAPON_URLS: Record<MemberId, { right: string; left?: string }> = {
left: new URL("../assets/game/models/claudecraft/weapons/adv_dagger.glb", import.meta.url).href,
},
};
const PARTY_WEAPON_OPTIMIZED_URLS: Record<MemberId, { right: string; left?: string }> = {
aelia: { right: new URL("../assets/game/models/claudecraft/weapons/adv_druid_staff-uastc.glb", import.meta.url).href },
brann: {
right: new URL("../assets/game/models/claudecraft/weapons/adv_sword_1handed-uastc.glb", import.meta.url).href,
left: new URL("../assets/game/models/claudecraft/weapons/shield_badge-uastc.glb", import.meta.url).href,
},
nia: { right: new URL("../assets/game/models/claudecraft/weapons/crossbow_2handed-uastc.glb", import.meta.url).href },
orin: {
right: new URL("../assets/game/models/claudecraft/weapons/adv_wand-uastc.glb", import.meta.url).href,
left: new URL("../assets/game/models/claudecraft/weapons/spellbook_open-uastc.glb", import.meta.url).href,
},
vale: {
right: new URL("../assets/game/models/claudecraft/weapons/adv_dagger-uastc.glb", import.meta.url).href,
left: new URL("../assets/game/models/claudecraft/weapons/adv_dagger-uastc.glb", import.meta.url).href,
},
};
const PARTY_WEAPON_URLS = Object.fromEntries(Object.keys(PARTY_WEAPON_LEGACY_URLS).map((memberId) => {
const legacy = PARTY_WEAPON_LEGACY_URLS[memberId as MemberId];
const optimized = PARTY_WEAPON_OPTIMIZED_URLS[memberId as MemberId];
return [memberId, {
right: selectedGameAssetUrl(legacy.right, optimized.right),
left: legacy.left && optimized.left ? selectedGameAssetUrl(legacy.left, optimized.left) : undefined,
}];
})) as Record<MemberId, { right: string; left?: string }>;
const PARTY_MODEL_SCALES: Record<MemberId, number> = { aelia: 0.62, brann: 0.68, nia: 0.7, orin: 0.64, vale: 0.72 };
const PARTY_ATTACK_CLIPS: Record<MemberId, string> = {
aelia: "2H_Melee_Attack_Chop",
@@ -227,12 +266,12 @@ function PartyCharacterModel({
animationState: MutableRefObject<ActorAnimationState>;
animationTrigger: MutableRefObject<number>;
}) {
const gltf = useGLTF(PARTY_MODEL_URLS[memberId], false, true);
const gltf = useGameGLTF(PARTY_MODEL_URLS[memberId]);
const actorScene = useMemo(() => cloneSkeleton(gltf.scene), [gltf.scene]);
const loadout = PARTY_WEAPON_URLS[memberId];
const grips = PARTY_WEAPON_GRIPS[memberId];
const rightWeapon = useGLTF(loadout.right, false, true);
const leftWeapon = useGLTF(loadout.left ?? loadout.right, false, true);
const rightWeapon = useGameGLTF(loadout.right);
const leftWeapon = useGameGLTF(loadout.left ?? loadout.right);
const rightHandSlot = resolveRigNode(actorScene, "handslot.r");
const leftHandSlot = resolveRigNode(actorScene, "handslot.l");
const rightWeaponScene = useMemo(
@@ -793,7 +832,8 @@ function AlternateBoss({ kind, bossIndex }: { kind: AlternateBossKind; bossIndex
const defeated = bossHp <= 0;
const group = useRef<THREE.Group>(null);
const light = useRef<THREE.PointLight>(null);
const gltf = useGLTF(config.url, false, true);
const assetUrl = selectedGameAssetUrl(config.url, config.optimizedUrl ?? config.url);
const gltf = useGameGLTF(assetUrl);
const { model, fadeMaterials } = useMemo(() => createBossRenderModel(gltf.scene), [gltf.scene]);
const { actions } = useAnimations(gltf.animations, model);
const targetPosition = useMemo(() => new THREE.Vector3(), []);
@@ -1184,23 +1224,27 @@ export function GameScene() {
camera={{ position: [0, 5.2, 12], fov: 48, near: 0.1, far: 70 }}
gl={{ alpha: false, antialias: false, powerPreference: "high-performance" }}
>
<SceneFrameScheduler dpr={dpr} onDprChange={setRenderDpr} />
<BossRoom />
<BossMechanicIndicators />
<BarrierField />
<TankAuraField />
<Party />
<BossActor />
<RangedProjectiles />
<CombatFx />
{PERFORMANCE_PROBE_ENABLED && <PerformanceProbe />}
<GameAssetProvider>
<SceneFrameScheduler dpr={dpr} onDprChange={setRenderDpr} />
<BossRoom />
<BossMechanicIndicators />
<BarrierField />
<TankAuraField />
<Party />
<BossActor />
<RangedProjectiles />
<CombatFx />
{PERFORMANCE_PROBE_ENABLED && <PerformanceProbe />}
</GameAssetProvider>
</Canvas>
);
}
for (const memberId of CRITICAL_PARTY_MEMBER_IDS) {
useGLTF.preload(PARTY_MODEL_URLS[memberId], false, true);
const loadout = PARTY_WEAPON_URLS[memberId];
useGLTF.preload(loadout.right, false, true);
if (loadout.left) useGLTF.preload(loadout.left, false, true);
if (LEGACY_GAME_ASSETS_FORCED) {
for (const memberId of CRITICAL_PARTY_MEMBER_IDS) {
useGLTF.preload(PARTY_MODEL_URLS[memberId], false, true);
const loadout = PARTY_WEAPON_URLS[memberId];
useGLTF.preload(loadout.right, false, true);
if (loadout.left) useGLTF.preload(loadout.left, false, true);
}
}