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';
/**
* A playing card: a thin rounded rect with the face texture on the front and
* the back texture on the rear. Covers `Card`/`Deck`/`DeckCustom`/`Custom_Deck`
* (via `CustomDeck` face/back URLs) and `CardCustom` (via `CustomImage`).
*
* A deck image is a sheet divided into a `NumWidth` x `NumHeight` grid of
* sprites. The card footprint is sized to a single sprite's aspect ratio, and
* the face material uses UV offset/scaling to show the sprite selected by
* `CardID`. The corners stay circular because the rounded rect is built from
* the final width/height rather than scaling a square.
*
* `CardID` encodes the deck index in the hundreds place and the 1-based card
* number in the last two digits (e.g. 354 -> deck 3, card 54). The deck config
* (grid, face/back URLs) is resolved from the containing deck object's
* `CustomDeck[deckIndex]`, since a card's own `CustomDeck` may be keyed
* differently or absent.
*
* The back is treated like a tile (a single full image) unless the deck has
* `UniqueBack`, in which case it is a sheet too and gets the same sprite cell.
* It is flipped left/right so it isn't mirrored when viewed from the back of
* the card.
*/
export default function CardViewer({ object }: { object: TTSObject }) {
return (
);
}
/**
* 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 (
);
}
// 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 (
);
}
/** 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;
}