feat(web): add full setup view rendering the whole save

Add a /mod/:id/setup page that lays out every renderable object in a single shared scene. Export object-facing mesh wrappers from the viewers and share geometry and materials across objects via module-level caches.
This commit is contained in:
2026-08-08 18:28:03 +08:00
parent 12418898d0
commit e88dd03fac
9 changed files with 469 additions and 98 deletions
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import { Suspense, useEffect, useMemo } from 'react';
import { useParams } from 'react-router-dom';
import { flattenObjects } from '@tts/extract';
import type { TTSObject } from '@tts/shared';
import { useModStore } from '../stores/modStore';
import { useSearchStore } from '../stores/searchStore';
import Scene from '../components/viewers/Scene';
import { TileObjectMesh } from '../components/viewers/TileViewer';
import { TokenObjectMesh } from '../components/viewers/TokenViewer';
import { CardObjectMesh } from '../components/viewers/CardViewer';
import { CustomModelMesh } from '../components/viewers/CustomModelViewer';
/** Object classes that carry renderable assets (mirrors `viewers/register.ts`). */
const RENDERABLE = new Set([
'Tile',
'Custom_Tile',
'Custom_Token',
'Card',
'CardCustom',
'Deck',
'DeckCustom',
'Custom_Deck',
'Custom_Model',
'Custom_Model_Bag',
'Custom_Model_Infinite_Bag',
]);
/** Grid cell spacing (world units) and columns per row. */
const CELL = 2.5;
const COLS = 8;
/**
* A "full setup" view: renders every loadable object in a save into a single
* shared scene, laid out on a virtual table. Objects are grouped by type so
* like objects sit together. Geometry and materials are shared across objects
* (see `components/viewers/sharedResources.ts`).
*/
export default function FullSetupPage() {
const { id } = useParams<{ id: string }>();
const { mod, loading, error, load } = useModStore();
const item = useSearchStore((s) => s.items.find((i) => i.id === id));
useEffect(() => {
if (id) load(id, item?.fileUrl);
}, [id, item?.fileUrl, load]);
const objects = useMemo(
() => (mod ? flattenObjects(mod) : []),
[mod],
);
const renderable = useMemo(
() => objects.filter((o) => RENDERABLE.has(o.Name)),
[objects],
);
const skipped = objects.length - renderable.length;
const placed = useMemo(() => layoutObjects(renderable), [renderable]);
if (loading) return <p className="text-sm text-zinc-400">Loading mod</p>;
if (error) return <p className="text-sm text-red-400">{error}</p>;
if (!mod) return <p className="text-sm text-zinc-500">No mod loaded.</p>;
return (
<div className="space-y-6">
<div>
<h1 className="text-2xl font-semibold">Full setup</h1>
<p className="mt-1 text-sm text-zinc-400">
{objects.length} objects · {renderable.length} rendered
{skipped > 0 ? ` · ${skipped} skipped` : ''}
</p>
</div>
<Scene>
<Suspense fallback={null}>
{/* Key by index, not GUID: cards in a deck share the deck's GUID. */}
{placed.map(({ object, position }, index) => (
<group key={index} position={position}>
<RenderObject object={object} />
</group>
))}
</Suspense>
</Scene>
</div>
);
}
/** Dispatch a renderable object to the mesh component for its class. */
function RenderObject({ object }: { object: TTSObject }) {
switch (object.Name) {
case 'Tile':
case 'Custom_Tile':
return <TileObjectMesh object={object} />;
case 'Custom_Token':
return <TokenObjectMesh object={object} />;
case 'Card':
case 'CardCustom':
case 'Deck':
case 'DeckCustom':
case 'Custom_Deck':
return <CardObjectMesh object={object} />;
case 'Custom_Model':
case 'Custom_Model_Bag':
case 'Custom_Model_Infinite_Bag':
return <CustomModelMesh object={object} />;
default:
return null;
}
}
/**
* Assign each renderable object a grid position, grouping by class so like
* objects sit together. Returns the object plus its `[x, y, z]` position.
*/
function layoutObjects(
objects: TTSObject[],
): { object: TTSObject; position: [number, number, number] }[] {
// Group by type so like objects sit together.
const groups = new Map<string, TTSObject[]>();
for (const o of objects) {
const arr = groups.get(o.Name) ?? [];
arr.push(o);
groups.set(o.Name, arr);
}
const result: { object: TTSObject; position: [number, number, number] }[] = [];
let row = 0;
let col = 0;
for (const objs of groups.values()) {
for (const o of objs) {
result.push({ object: o, position: [col * CELL, 0, row * CELL] });
col++;
if (col >= COLS) {
col = 0;
row++;
}
}
// Start a fresh row after each group.
if (col !== 0) {
col = 0;
row++;
}
}
return result;
}