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portfolio-2/src/components/scene/Scene.tsx
Ahmed Al-Taiar 2a1258a820
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Fix broken PC UI on iOS
2025-05-02 22:44:35 -04:00

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15 KiB
TypeScript

"use client";
import { SpotLight } from "three";
import {
useGLTF,
PerspectiveCamera,
Environment,
Text,
Html,
type PerspectiveCameraProps,
useProgress,
} from "@react-three/drei";
import {
animated as threeAnimated,
useSpring as useThreeSpring,
} from "@react-spring/three";
import {
animated as webAnimated,
useSpring as useWebSpring,
} from "@react-spring/web";
import {
useEffect,
useMemo,
useState,
useRef,
Suspense,
useCallback,
type JSX,
type Dispatch,
type SetStateAction,
} from "react";
import Stack from "@/util/stack";
import { Canvas, useFrame } from "@react-three/fiber";
import { mdiArrowLeftBold } from "@mdi/js";
import { Icon } from "@mdi/react";
import { PDF } from "../util/PDF";
import { CellphoneUI } from "../ui/CellphoneUI";
import { PCUI } from "../ui/PCUI";
import { useConfig } from "../hooks/useConfig";
import { GLTFResult } from "@/types/scene";
import { hashtoView, views, View } from "./consts";
import { StaticMeshes } from "./StaticMeshes";
import { Buttons } from "./Buttons";
import { Credits } from "../ui/Credits";
import { isWebGL2Available } from "@react-three/drei";
import { useWindowSize } from "../hooks/useWindowSize";
import { Info } from "../util/Info";
const AnimatedCam = threeAnimated(PerspectiveCamera);
const AnimatedButton = webAnimated.button as React.ComponentType<
React.ButtonHTMLAttributes<HTMLButtonElement> & { children?: React.ReactNode }
>;
function FpsUpdater({
onUpdate,
}: {
onUpdate: Dispatch<SetStateAction<number>>;
}) {
const fpsRef = useRef([0]);
useFrame((_, delta) => fpsRef.current.push(1 / delta));
useEffect(() => {
const id = setInterval(() => {
const avg =
fpsRef.current.reduce((a, b) => a + b, 0) / fpsRef.current.length;
fpsRef.current = [];
onUpdate(avg);
}, 1000);
return () => clearInterval(id);
}, [onUpdate]);
return null;
}
export function Scene(props: JSX.IntrinsicElements["group"]) {
const { nodes, materials } = useGLTF("/scene.glb") as unknown as GLTFResult;
const { progress } = useProgress();
const { width, height } = useWindowSize();
const config = useConfig();
// States
const [fps, setFps] = useState(0);
const [pendingView, setPendingView] = useState<View | null>(null);
const [backHovered, setBackHovered] = useState(false);
const [backClicked, setBackClicked] = useState(false);
const [menuTraversal, setMenuTraversal] = useState<Stack<View>>(() => {
const s = new Stack<View>();
s.push(View.MainView);
const hash = window.location.hash.slice(1);
if (hash in hashtoView && hashtoView[hash] !== View.MainView) {
s.push(hashtoView[hash]);
}
return s;
});
// Variables
const currentView = menuTraversal.peek() ?? View.MainView;
const view = views[currentView];
// Refs
const portalRef = useRef<HTMLElement | null>(null);
// Callbacks
const goPreviousView = useCallback(() => {
setMenuTraversal((prev) => {
if (prev.size() <= 1) return prev;
const next = prev.clone();
next.pop();
setPendingView(next.peek()!);
return next;
});
}, []);
// Memos
const spotlight = useMemo(() => {
const light = new SpotLight("#ffffff");
light.intensity = 175;
light.penumbra = 0.25;
light.castShadow = true;
light.shadow.mapSize.set(2048, 2048);
light.shadow.bias = -0.000025;
return light;
}, []);
// Effects
useEffect(() => {
portalRef.current = document.body!;
}, []);
// Springs
const cameraSpring = useThreeSpring<PerspectiveCameraProps>({
...view,
config: {
precision: 0.0001,
friction: 80,
mass: 10,
clamp: true,
},
});
const { backScale, backOpacity } = useWebSpring({
backScale: backHovered ? 1.25 : 1,
backOpacity: menuTraversal.size() > 1 ? 1 : 0,
onRest: () => backClicked && setBackClicked(false),
});
// Scene
return (
<main className="h-screen w-screen overscroll-none touch-none bg-[#1b1b1b]">
{isWebGL2Available() ? (
width >= 1.5 * height ? (
<>
<div className="pointer-events-none fixed z-[999999999] size-full">
<AnimatedButton
style={{
transform: backScale.to(
(s) => `scale(${s})`
) as unknown as string,
opacity: backOpacity as unknown as number,
pointerEvents: menuTraversal.size() > 1 ? "auto" : "none",
cursor: backHovered ? "pointer" : "auto",
}}
className="m-4"
onMouseEnter={() => setBackHovered(true)}
onMouseLeave={() => setBackHovered(false)}
onClick={() => {
setBackClicked(true);
goPreviousView();
}}
>
<Icon
path={mdiArrowLeftBold}
size={2}
color="white"
className="stroke-[0.75] stroke-black"
/>
</AnimatedButton>
<div className="min-w-12 text-white bottom-0 right-0 absolute m-3 p-1 text-xs text-right text-stroke-2 text-stroke-black paint-sfm">
<Info />
{isNaN(fps) ? "-" : fps.toFixed(0)} fps
</div>
</div>
<Canvas
shadows
gl={{ localClippingEnabled: true, antialias: true, alpha: true }}
>
<Suspense
fallback={
<Html fullscreen>
<div className="pt-10 w-screen h-screen flex flex-col space-y-6 justify-center items-center text-white text-4xl pointer-events-none">
<p>Loading...</p>
<div className="w-48 bg-neutral-700 h-4 rounded-lg">
<div
className="h-full rounded-lg bg-neutral-100"
style={{
width: `${progress.toFixed(0)}%`,
}}
/>
</div>
</div>
</Html>
}
>
<group {...props} dispose={null}>
<FpsUpdater onUpdate={setFps} />
<Environment preset="apartment" />
<AnimatedCam makeDefault {...cameraSpring} />
<Buttons
menuTraversal={menuTraversal}
setMenuTraversal={setMenuTraversal}
pendingView={pendingView}
setPendingView={setPendingView}
goPreviousView={goPreviousView}
currentView={currentView}
/>
<group>
<primitive
object={spotlight}
position={[-1.915, 20, 1.0925]}
/>
<primitive
object={spotlight.target}
position={[-1.915, 0, 1.0925]}
/>
</group>
<group
position={[2.50415, 0.12973, 3.47808]}
rotation={[0, -Math.PI / 2, 0]}
scale={0.01}
>
<mesh
castShadow
receiveShadow
geometry={nodes.Monitor.geometry}
material={materials.PlasticMaterial}
position={[-175, 415.25, -160]}
>
<Html
transform
receiveShadow
castShadow
pointerEvents={
currentView === View.PCView ? "auto" : "none"
}
occlude="blending"
className="w-[1452px] h-[810px] bg-[#0e1838]"
scale={10}
position={[0, 170, 0.25]}
raycast={
currentView === View.DesktopView
? () => null
: undefined
}
distanceFactor={10}
>
<div className="size-full">
<PCUI />
</div>
</Html>
</mesh>
</group>
<group
position={[4.105, 4.2825, -2.085]}
rotation={[0, -Math.PI / 2, 0]}
>
<mesh
castShadow
receiveShadow
geometry={nodes.SecondaryMonitorMesh.geometry}
material={materials.SecondaryMonitorMaterial}
scale={0.01}
>
<Credits currentView={currentView} />
</mesh>
</group>
<group
position={[3.81024, 3.85444, 6.13972]}
rotation={[-Math.PI, -0.44331, -Math.PI]}
scale={0.035}
>
<mesh
castShadow
receiveShadow
geometry={nodes.Paper3.geometry}
material={materials.PaperMaterial}
>
<Html
transform
receiveShadow
castShadow
pointerEvents={
currentView === View.ResumeView ? "auto" : "none"
}
occlude="blending"
className="w-[800px] h-[1074px] bg-white"
scale={15}
position={[28.7765, 12.431875, 3.725]}
rotation={[-Math.PI / 2, 0, (1 * Math.PI) / 9]}
raycast={
currentView === View.ResumeView
? () => null
: undefined
}
distanceFactor={1}
>
<PDF url="/config/resume.pdf" />
</Html>
</mesh>
</group>
<group
position={[2.58559, 4.69855, 3.29056]}
rotation={[-Math.PI, -0.43633, -Math.PI]}
scale={0.02}
>
<mesh
castShadow
receiveShadow
geometry={nodes.CellphoneMesh.geometry}
material={materials.CellphoneMaterial}
position={[-102.64982, -21.45192, 247.01788]}
>
<Html
transform
receiveShadow
castShadow
pointerEvents={
currentView === View.CellphoneView ? "auto" : "none"
}
occlude="blending"
className="w-[1008px] h-[1614px] bg-blue-100"
position={[0, 2.8, 0]}
rotation={[-Math.PI / 2, 0, Math.PI / 2]}
raycast={
currentView === View.CellphoneView
? () => null
: undefined
}
style={{
backgroundImage: "url('/assets/cellphone-bg.webp')",
backgroundColor: "black",
}}
distanceFactor={10}
>
<CellphoneUI />
</Html>
</mesh>
</group>
<Text
position={[-2.415, 12.5, -6]}
font="/assets/inter-bold.ttf"
color="black"
fontSize={3}
>
{config.name[0]}
</Text>
<Text
position={[5.185, 12.5, 1.592]}
font="/assets/inter-bold.ttf"
rotation={[0, -Math.PI / 2, 0]}
color="black"
fontSize={3}
>
{config.name[1]}
</Text>
{config.status && (
<Text
position={[5.185, 10, 1.592]}
font="/assets/inter.ttf"
rotation={[0, -Math.PI / 2, 0]}
color="black"
fontSize={0.75}
>
{config.status}
</Text>
)}
{config.location && (
<Text
position={[5.185, 8.5, 1.592]}
font="/assets/inter.ttf"
rotation={[0, -Math.PI / 2, 0]}
color="black"
fontSize={0.75}
>
📍&#8201;{config.location}
</Text>
)}
<StaticMeshes nodes={nodes} materials={materials} />
</group>
</Suspense>
</Canvas>
</>
) : (
<div
className={`${
config.fallbackUrl ? "pt-12" : ""
} flex flex-col space-y-6 w-screen h-screen text-center justify-center items-center text-white text-4xl`}
>
<p>Screen too small, please rotate</p>
{config.fallbackUrl && (
<p className="text-base">
or visit the{" "}
<a
href={config.fallbackUrl}
target="_blank"
className="text-blue-500 hover:underline"
>
fallback
</a>
</p>
)}
</div>
)
) : (
<div
className={`${
config.fallbackUrl ? "pt-12" : ""
} flex flex-col space-y-6 w-screen h-screen text-center justify-center items-center text-white text-4xl`}
>
<p>
Please enable{" "}
<a
href="https://get.webgl.org"
target="_blank"
className="text-blue-500 hover:underline"
>
WebGL
</a>
</p>
{config.fallbackUrl && (
<p className="text-base">
or visit the{" "}
<a
href={config.fallbackUrl}
target="_blank"
className="text-blue-500 hover:underline"
>
fallback
</a>
</p>
)}
</div>
)}
</main>
);
}
useGLTF.preload("/scene.glb");