refactor(web): code-split the three.js stack out of the main bundle

This commit is contained in:
2026-08-10 09:12:38 +08:00
parent 45bf362fbc
commit 6502fdae4f
10 changed files with 600 additions and 571 deletions
+2 -155
View File
@@ -1,31 +1,6 @@
import { useTexture } from '@react-three/drei';
import { useMemo } from 'react';
import * as THREE from 'three';
import type { TTSObject } from '@tts/shared';
import {
extrudeShapeParts,
roundedRectShape,
type ExtrudedGeometry,
} from '@tts/mesh';
import Scene from './Scene';
import { assetUrl } from '@tts/http';
import { cardAspect, resolveCardConfig, spriteUv } from './cardResolution';
import { flipTexture } from './flipTexture';
import { getSharedGeometry, objectTint, tintedColor } from './sharedResources';
/** Longer card dimension, in world units. */
const CARD_LENGTH = 2;
/** Corner radius as a fraction of the shorter card edge. */
const CORNER_RADIUS = 0.05;
/** Thickness of the card. */
const CARD_THICKNESS = 0.06;
// A 1x1 transparent placeholder so `useTexture` always receives a valid URL.
// Without it, the face/back hooks would be called conditionally, which breaks
// React's rules of hooks when switching between objects with different URL
// combinations (e.g. a deck with a back vs. a `CardCustom` with only an image).
const FALLBACK_URL =
'data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7';
import { CardObjectMesh } from './CardMesh';
/**
* A playing card: a thin rounded rect with the face texture on the front and
@@ -57,132 +32,4 @@ export default function CardViewer({ object }: { object: TTSObject }) {
);
}
/**
* The card mesh for an object, exported so the full-setup view can compose it
* into a shared scene.
*/
export function CardObjectMesh({ object }: { object: TTSObject }) {
const { cardId, faceUrl, backUrl, numWidth, numHeight, uniqueBack } =
resolveCardConfig(object);
return (
<CardMesh
faceUrl={faceUrl}
backUrl={backUrl}
numWidth={numWidth}
numHeight={numHeight}
uniqueBack={uniqueBack}
cardId={cardId}
tint={objectTint(object)}
/>
);
}
// Rendered inside the Canvas so `useTexture` can access the R3F store.
// Exported so the full-setup view can compose it into a shared scene.
export function CardMesh({
faceUrl,
backUrl,
numWidth,
numHeight,
uniqueBack,
cardId,
tint,
}: {
faceUrl?: string;
backUrl?: string;
numWidth?: number;
numHeight?: number;
uniqueBack: boolean;
cardId?: number;
tint: THREE.Color;
}) {
// Always call both hooks so the hook count is stable across renders. The
// placeholder is used only when a URL is absent; presence is checked via the
// URL strings below, not the texture objects.
const face = useTexture(faceUrl ? assetUrl(faceUrl) : FALLBACK_URL);
const back = useTexture(backUrl ? assetUrl(backUrl) : FALLBACK_URL);
// Front texture: the sprite cell from the sheet (or the full image when there
// is no grid). Cloned so the sprite offset/repeat don't leak into other cards
// that share the same sheet URL (drei caches textures globally by URL).
const faceMap = useMemo(() => {
if (!faceUrl) return null;
const tex = face.clone();
const { repeatX, repeatY, offsetX, offsetY } = spriteUv(cardId, numWidth, numHeight);
tex.repeat.set(repeatX, repeatY);
tex.offset.set(offsetX, offsetY);
return tex;
}, [faceUrl, face, cardId, numWidth, numHeight]);
// Back texture: a single full image (tile) unless the deck has unique backs,
// in which case it's a sheet too. Flipped left/right so it reads correctly
// instead of being mirrored on the back face.
const backMap = useMemo(() => {
if (!backUrl) return null;
const tex = back.clone();
const { repeatX, repeatY, offsetX, offsetY } = uniqueBack
? spriteUv(cardId, numWidth, numHeight)
: { repeatX: 1, repeatY: 1, offsetX: 0, offsetY: 0 };
tex.repeat.set(repeatX, repeatY);
tex.offset.set(offsetX, offsetY);
return flipTexture(tex);
}, [backUrl, back, uniqueBack, cardId, numWidth, numHeight]);
// Build the rounded-rect geometry from the card sprite's aspect ratio. The
// front and back faces each get their own material; the walls are a solid
// white, matching TTS card tinting. Geometry is shared across cards of the
// same size so the full-setup view reuses it; the face/back materials stay
// per-card because each card clones its texture for sprite UVs.
const { frontGeo, backGeo, wallsGeo } = useMemo(() => {
const img = (faceUrl ? face.image : backUrl ? back.image : undefined) as
| HTMLImageElement
| undefined;
const aspect = cardAspect(img, numWidth, numHeight);
const width = CARD_LENGTH * aspect;
const height = CARD_LENGTH;
// Radius scales with the shorter edge so corners look proportional and
// stay circular (no scaling distortion).
const shape = roundedRectShape(width, height, CORNER_RADIUS * Math.min(width, height));
const parts = extrudeShapeParts(shape, { height: CARD_THICKNESS });
const key = `card:${width}:${height}:${CARD_THICKNESS}`;
return {
frontGeo: getSharedGeometry(key + ':front', () => toGeometry(parts.front)),
backGeo: getSharedGeometry(key + ':back', () => toGeometry(parts.back)),
wallsGeo: getSharedGeometry(key + ':walls', () => toGeometry(parts.walls)),
};
}, [faceUrl, face, backUrl, back, numWidth, numHeight]);
return (
<group>
<mesh geometry={frontGeo}>
<meshStandardMaterial
color={tintedColor(faceMap ? new THREE.Color('#ffffff') : new THREE.Color('#52525b'), tint)}
map={faceMap ?? undefined}
roughness={0.6}
/>
</mesh>
<mesh geometry={backGeo}>
<meshStandardMaterial
color={tintedColor(backMap ? new THREE.Color('#ffffff') : new THREE.Color('#52525b'), tint)}
map={backMap ?? undefined}
roughness={0.6}
/>
</mesh>
<mesh geometry={wallsGeo}>
<meshStandardMaterial color={tintedColor(new THREE.Color('#ffffff'), tint)} roughness={0.6} />
</mesh>
</group>
);
}
/** Convert raw extruded arrays into a three.js `BufferGeometry`. */
function toGeometry(extruded: ExtrudedGeometry) {
const { positions, normals, uvs, indices } = extruded;
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geo.setAttribute('normal', new THREE.BufferAttribute(normals, 3));
geo.setAttribute('uv', new THREE.BufferAttribute(uvs, 2));
geo.setIndex(new THREE.BufferAttribute(indices, 1));
return geo;
}
export { CardObjectMesh, CardMesh } from './CardMesh';