Compare commits
3
Commits
| Author | SHA1 | Date | |
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a6e9d2dd07 | ||
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dcba0ac4bd | ||
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c3c7fe2445 |
@@ -1,6 +1,6 @@
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import { Suspense, type ReactNode } from 'react';
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import { Canvas } from '@react-three/fiber';
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import { Bounds, ContactShadows, OrbitControls } from '@react-three/drei';
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import { Bounds, ContactShadows, OrbitControls, useProgress } from '@react-three/drei';
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import { Bloom, EffectComposer, Vignette } from '@react-three/postprocessing';
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/**
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@@ -15,7 +15,8 @@ import { Bloom, EffectComposer, Vignette } from '@react-three/postprocessing';
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*/
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export default function Scene({ children }: { children: ReactNode }) {
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return (
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<div className="h-80 w-full overflow-hidden rounded-lg bg-linear-to-b from-zinc-900 to-zinc-950">
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<div className="relative h-80 w-full overflow-hidden rounded-lg bg-linear-to-b from-zinc-900 to-zinc-950">
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<LoadingOverlay />
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<Canvas
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camera={{ position: [2.2, 1.8, 2.6], fov: 40 }}
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dpr={[1, 2]}
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@@ -54,3 +55,24 @@ export default function Scene({ children }: { children: ReactNode }) {
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</div>
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);
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}
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/**
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* A loading overlay shown while assets (textures, models, traces) are being
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* fetched. Reads drei's global progress store, which tracks every loader in
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* the scene, so it works outside the Canvas. Hidden once loading completes.
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*/
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function LoadingOverlay() {
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const { active, progress, item, loaded, total } = useProgress();
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if (!active) return null;
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return (
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<div className="absolute inset-0 z-10 flex flex-col items-center justify-center gap-2 bg-zinc-950/70 text-sm text-zinc-300">
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<div className="flex items-center gap-2">
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<span className="h-4 w-4 animate-spin rounded-full border-2 border-zinc-600 border-t-zinc-200" />
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<span>Loading assets… {Math.round(progress)}%</span>
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</div>
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<span className="max-w-80 truncate text-xs text-zinc-500">
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{loaded}/{total} {item}
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</span>
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</div>
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);
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}
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@@ -0,0 +1,89 @@
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import type { TTSObject } from '@tts/shared';
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/**
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* Convert a TTS object's `Transform` (position/rotation/scale in TTS world
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* units) into three.js props so the full-setup view can place objects at their
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* real table positions.
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*
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* TTS is left-handed with Y up and +Z toward the player; three.js is
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* right-handed with Y up. Converting by reflecting the Z axis (negating Z in
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* position) maps a TTS placement onto the three.js scene while preserving the
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* physical layout. The rotation is conjugated by the reflection: `R_three =
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* M·R_tts·M` with `M = diag(1,1,-1)`, which negates `rotX`/`rotY` but leaves
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* `rotZ` unchanged.
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*
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* Our viewer meshes are authored for inspection (standing up, extruded along
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* Z, sized in arbitrary units), so each class also gets a base-size correction
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* and a "lay flat" rotation to match TTS world units and orientation.
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*/
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/** Degrees → radians. */
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const rad = (d: number) => (d * Math.PI) / 180;
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/**
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* Base-size correction: our viewer mesh size → TTS world units at scale 1.
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* `scale` in the transform is multiplied by this so objects end up the right
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* relative size on the table.
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*/
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const CORRECTION: Record<string, number> = {
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// Card long axis is 2 units in the viewer; 1.0 in TTS.
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Card: 0.5,
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CardCustom: 0.5,
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Deck: 0.5,
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DeckCustom: 0.5,
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Custom_Deck: 0.5,
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// Tile is 2 units in the viewer; 1.0 in TTS.
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Tile: 0.5,
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Custom_Tile: 0.5,
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// Token is 1.8 units in the viewer; 0.7 in TTS.
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Custom_Token: 0.7 / 1.8,
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// Custom models are loaded at 0.5 scale in the viewer; 1.0 in TTS.
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Custom_Model: 2,
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Custom_Model_Bag: 2,
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Custom_Model_Infinite_Bag: 2,
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};
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/**
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* Rotation that lays an extruded mesh flat. The tile/token/card meshes extrude
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* along +Z with their face in the XY plane (standing up); rotating −90° about
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* X maps the +Z face normal to +Y, so the face points up like an object lying
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* on a TTS table. Custom models are authored standing up already, so they need
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* no correction.
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*/
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const LAY_FLAT: [number, number, number] = [-Math.PI / 2, 0, 0];
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const FLAT_CLASSES = new Set([
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'Card',
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'CardCustom',
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'Deck',
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'DeckCustom',
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'Custom_Deck',
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'Tile',
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'Custom_Tile',
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'Custom_Token',
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]);
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export interface ObjectPlacement {
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position: [number, number, number];
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rotation: [number, number, number];
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scale: [number, number, number];
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/** Rotation applied to the mesh before the TTS rotation (lay flat). */
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layFlat: [number, number, number];
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}
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/**
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* Derive the three.js placement for an object from its `Transform`. Returns
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* null when the object has no transform (shouldn't happen in a real save).
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*/
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export function objectPlacement(object: TTSObject): ObjectPlacement | null {
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const t = object.Transform;
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if (!t) return null;
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const corr = CORRECTION[object.Name] ?? 1;
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return {
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position: [t.posX, t.posY, -t.posZ],
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// Reflection conjugates the rotation: Rx/Ry negate, Rz keeps its sign.
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rotation: [-rad(t.rotX), -rad(t.rotY), rad(t.rotZ)],
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scale: [t.scaleX * corr, t.scaleY * corr, t.scaleZ * corr],
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layFlat: FLAT_CLASSES.has(object.Name) ? LAY_FLAT : [0, 0, 0],
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};
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}
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@@ -9,6 +9,7 @@ import { TileObjectMesh } from '../components/viewers/TileViewer';
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import { TokenObjectMesh } from '../components/viewers/TokenViewer';
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import { CardObjectMesh } from '../components/viewers/CardViewer';
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import { CustomModelMesh } from '../components/viewers/CustomModelViewer';
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import { objectPlacement } from '../components/viewers/transform';
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/** Object classes that carry renderable assets (mirrors `viewers/register.ts`). */
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const RENDERABLE = new Set([
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@@ -25,15 +26,11 @@ const RENDERABLE = new Set([
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'Custom_Model_Infinite_Bag',
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]);
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/** Grid cell spacing (world units) and columns per row. */
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const CELL = 2.5;
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const COLS = 8;
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/**
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* A "full setup" view: renders every loadable object in a save into a single
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* shared scene, laid out on a virtual table. Objects are grouped by type so
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* like objects sit together. Geometry and materials are shared across objects
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* (see `components/viewers/sharedResources.ts`).
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* shared scene, placed at its real position from the save's `Transform`.
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* Geometry and materials are shared across objects (see
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* `components/viewers/sharedResources.ts`).
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*/
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export default function FullSetupPage() {
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const { id } = useParams<{ id: string }>();
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@@ -55,7 +52,16 @@ export default function FullSetupPage() {
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);
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const skipped = objects.length - renderable.length;
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const placed = useMemo(() => layoutObjects(renderable), [renderable]);
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const placed = useMemo(
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() =>
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renderable
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.map((object) => ({ object, placement: objectPlacement(object) }))
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.filter(
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(p): p is { object: TTSObject; placement: NonNullable<ReturnType<typeof objectPlacement>> } =>
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p.placement !== null,
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),
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[renderable],
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);
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if (loading) return <p className="text-sm text-zinc-400">Loading mod…</p>;
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if (error) return <p className="text-sm text-red-400">{error}</p>;
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@@ -74,9 +80,16 @@ export default function FullSetupPage() {
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<Scene>
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<Suspense fallback={null}>
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{/* Key by index, not GUID: cards in a deck share the deck's GUID. */}
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{placed.map(({ object, position }, index) => (
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<group key={index} position={position}>
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<RenderObject object={object} />
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{placed.map(({ object, placement }, index) => (
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<group
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key={index}
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position={placement.position}
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rotation={placement.rotation}
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scale={placement.scale}
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>
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<group rotation={placement.layFlat}>
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<RenderObject object={object} />
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</group>
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</group>
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))}
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</Suspense>
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@@ -106,40 +119,4 @@ function RenderObject({ object }: { object: TTSObject }) {
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default:
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return null;
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}
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}
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/**
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* Assign each renderable object a grid position, grouping by class so like
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* objects sit together. Returns the object plus its `[x, y, z]` position.
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*/
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function layoutObjects(
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objects: TTSObject[],
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): { object: TTSObject; position: [number, number, number] }[] {
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// Group by type so like objects sit together.
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const groups = new Map<string, TTSObject[]>();
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for (const o of objects) {
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const arr = groups.get(o.Name) ?? [];
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arr.push(o);
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groups.set(o.Name, arr);
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}
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const result: { object: TTSObject; position: [number, number, number] }[] = [];
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let row = 0;
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let col = 0;
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for (const objs of groups.values()) {
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for (const o of objs) {
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result.push({ object: o, position: [col * CELL, 0, row * CELL] });
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col++;
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if (col >= COLS) {
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col = 0;
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row++;
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}
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}
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// Start a fresh row after each group.
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if (col !== 0) {
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col = 0;
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row++;
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}
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}
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return result;
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}
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+17
-7
@@ -23,8 +23,9 @@ user can see the entire scene at a glance.
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- `@tts/extract` provides `flattenObjects(mod)` / `traverseMod` to enumerate
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every object in a save.
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- `@tts/mesh` provides the shape + extrusion helpers used by the viewers.
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- `TTSObject` carries no position data, so exact table placement is not
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recoverable — the full setup lays objects out itself.
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- Every object in a save carries a `Transform` (position/rotation/scale in TTS
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world units), which the proxy passes through in the raw BSON. The shared
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type now models it as `TTSObjectTransform`.
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## Plan
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@@ -56,10 +57,15 @@ view and the full-setup view.
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### 3. Layout
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- Arrange objects in a grid on the "table" (fixed spacing, wrapping by row),
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grouping by type so cards sit together, tiles together, etc.
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- `Scene`'s `Bounds fit` already auto-fits the camera to the full layout, so no
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camera work is needed.
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- Place each object at its real position from the save's `Transform` instead of
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a generated grid.
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- `components/viewers/transform.ts` converts a TTS transform to three.js:
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TTS is left-handed (Y up, +Z toward the player), three.js is right-handed,
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so Z is reflected in position and rotation. Each class also gets a base-size
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correction (our viewer meshes are authored for inspection, in arbitrary
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units) and a "lay flat" rotation for the extruded tile/token/card meshes.
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- `Scene`'s `Bounds fit` auto-fits the camera to the full layout, so no camera
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work is needed.
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- Non-renderable objects (bags, dice, boards without assets) are skipped and
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counted, not dropped silently.
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@@ -102,6 +108,9 @@ view and the full-setup view.
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export object-facing mesh wrappers
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- `apps/web/src/components/viewers/sharedResources.ts` — new geometry/material
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caches
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- `apps/web/src/components/viewers/transform.ts` — new TTS→three.js placement
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conversion
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- `packages/shared/src/types.ts` — add `TTSObjectTransform`
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- `apps/web/src/pages/FullSetupPage.tsx` — new
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- `apps/web/src/App.tsx` — route
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- `apps/web/src/pages/ModPage.tsx` — nav link
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@@ -110,6 +119,7 @@ view and the full-setup view.
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## Open decisions (defaults in bold)
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- **Layout style** — **grouped grid** vs a fan/stack for cards.
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- **Layout style** — **real `Transform` placement** (was a grouped grid before
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the transform data was wired in).
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- **Geometry/material cache lifetime** — **session-level module cache**
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(simplest, consistent with drei's global texture cache) vs dispose-on-unmount.
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@@ -1,3 +1,20 @@
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/**
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* An object's placement in the TTS world: position, rotation (degrees), and
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* scale. TTS uses a left-handed system with Y up; `posZ` points toward the
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* player. Present on every object in a save.
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*/
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export interface TTSObjectTransform {
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posX: number;
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posY: number;
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posZ: number;
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rotX: number;
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rotY: number;
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rotZ: number;
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scaleX: number;
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scaleY: number;
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scaleZ: number;
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}
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/**
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* A single object inside a Tabletop Simulator save file.
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* Mirrors the structure produced by BSON-deserializing a TTS save.
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@@ -11,6 +28,8 @@ export interface TTSObject {
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Description: string;
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/** Set by `markParent` during traversal; not present in the raw save. */
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Parent?: TTSObject;
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/** Placement in the TTS world (position, rotation, scale). */
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Transform?: TTSObjectTransform;
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CustomPDF?: {
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PDFUrl: string;
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Reference in New Issue
Block a user