Files
remoteturtle/client/src/components/Map3D.jsx

512 lines
16 KiB
JavaScript

import React, { useRef, useMemo, useEffect, useState } from 'react';
import { Canvas, useFrame, useLoader } from '@react-three/fiber';
import { OrbitControls, Grid, Text, Line } from '@react-three/drei';
import * as THREE from 'three';
import { useTurtleStore } from '../store/turtleStore';
// Texture mapping for Minecraft blocks
const TEXTURE_MAP = {
// Basic blocks
'minecraft:stone': 'stone',
'minecraft:cobblestone': 'cobblestone',
'minecraft:dirt': 'dirt',
'minecraft:grass_block': 'grass_block_side',
'minecraft:sand': 'sand',
'minecraft:red_sand': 'red_sand',
'minecraft:gravel': 'gravel',
'minecraft:bedrock': 'bedrock',
'minecraft:oak_log': 'oak_log',
'minecraft:oak_planks': 'oak_planks',
'minecraft:glass': 'glass',
// Stone variants
'minecraft:granite': 'granite',
'minecraft:diorite': 'diorite',
'minecraft:andesite': 'andesite',
'minecraft:deepslate': 'deepslate',
'minecraft:tuff': 'tuff',
'minecraft:calcite': 'calcite',
'minecraft:dripstone_block': 'dripstone_block',
// Ores (overworld)
'minecraft:coal_ore': 'coal_ore',
'minecraft:iron_ore': 'iron_ore',
'minecraft:gold_ore': 'gold_ore',
'minecraft:diamond_ore': 'diamond_ore',
'minecraft:emerald_ore': 'emerald_ore',
'minecraft:redstone_ore': 'redstone_ore',
'minecraft:lapis_ore': 'lapis_ore',
'minecraft:copper_ore': 'copper_ore',
// Deepslate ores
'minecraft:deepslate_coal_ore': 'deepslate_coal_ore',
'minecraft:deepslate_iron_ore': 'deepslate_iron_ore',
'minecraft:deepslate_gold_ore': 'deepslate_gold_ore',
'minecraft:deepslate_diamond_ore': 'deepslate_diamond_ore',
'minecraft:deepslate_emerald_ore': 'deepslate_emerald_ore',
'minecraft:deepslate_redstone_ore': 'deepslate_redstone_ore',
'minecraft:deepslate_lapis_ore': 'deepslate_lapis_ore',
'minecraft:deepslate_copper_ore': 'deepslate_copper_ore',
// Special blocks
'minecraft:obsidian': 'obsidian',
'minecraft:netherrack': 'netherrack',
'minecraft:soul_sand': 'soul_sand',
'minecraft:glowstone': 'glowstone',
'minecraft:end_stone': 'end_stone',
'minecraft:water': 'water_still',
'minecraft:lava': 'lava_still',
// Building blocks
'minecraft:bricks': 'bricks',
'minecraft:stone_bricks': 'stone_bricks',
'minecraft:mossy_cobblestone': 'mossy_cobblestone',
'minecraft:mossy_stone_bricks': 'mossy_stone_bricks',
'minecraft:prismarine': 'prismarine',
'minecraft:dark_prismarine': 'dark_prismarine',
};
// Function to get texture URL from a Minecraft texture service
function getTextureURL(blockName) {
const textureName = TEXTURE_MAP[blockName] || 'stone';
// Using a public Minecraft texture API
return `https://raw.githubusercontent.com/InventivetalentDev/minecraft-assets/1.20.4/assets/minecraft/textures/block/${textureName}.png`;
}
// Custom hook to load multiple textures
function useMinecraftTextures(blocks) {
const [textures, setTextures] = useState({});
const [loading, setLoading] = useState(true);
useEffect(() => {
const textureLoader = new THREE.TextureLoader();
const uniqueBlocks = [...new Set(blocks.map(b => b.name))];
const loadedTextures = {};
let loadedCount = 0;
if (uniqueBlocks.length === 0) {
setLoading(false);
return;
}
uniqueBlocks.forEach(blockName => {
const url = getTextureURL(blockName);
textureLoader.load(
url,
(texture) => {
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.NearestFilter;
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
loadedTextures[blockName] = texture;
loadedCount++;
if (loadedCount === uniqueBlocks.length) {
setTextures(loadedTextures);
setLoading(false);
}
},
undefined,
(error) => {
console.warn(`Failed to load texture for ${blockName}, using color fallback`);
loadedCount++;
if (loadedCount === uniqueBlocks.length) {
setTextures(loadedTextures);
setLoading(false);
}
}
);
});
}, [blocks]);
return { textures, loading };
}
// Minecraft-style turtle model
function TurtleModel({ turtle, isSelected, onClick }) {
const groupRef = useRef();
const { position, facing, mode } = turtle;
useFrame((state) => {
if (groupRef.current && isSelected) {
groupRef.current.children[0].position.y = Math.sin(state.clock.elapsedTime * 2) * 0.05;
}
});
if (!position) return null;
// Calculate rotation based on facing (0=North(-Z), 1=East(+X), 2=South(+Z), 3=West(-X))
// Add 180 degrees (Math.PI) to face the head forward initially, then apply facing rotation
const rotation = facing !== undefined ? [0, (facing * Math.PI / 2) + Math.PI, 0] : [0, Math.PI, 0];
const color = mode === 'mining' ? '#4ade80' :
mode === 'exploring' ? '#60a5fa' :
mode === 'returning' ? '#f59e0b' :
'#9ca3af';
return (
<group ref={groupRef} position={[position.x, position.y, position.z]} rotation={rotation} onClick={onClick}>
<group>
{/* Shell (main body) */}
<mesh position={[0, 0.2, 0]}>
<boxGeometry args={[0.8, 0.5, 0.9]} />
<meshStandardMaterial
color={color}
emissive={color}
emissiveIntensity={isSelected ? 0.4 : 0.2}
roughness={0.4}
/>
</mesh>
{/* Head */}
<mesh position={[0, 0.15, 0.55]}>
<boxGeometry args={[0.5, 0.35, 0.3]} />
<meshStandardMaterial color={color} roughness={0.3} />
</mesh>
{/* Eyes */}
<mesh position={[-0.12, 0.2, 0.7]}>
<boxGeometry args={[0.1, 0.1, 0.05]} />
<meshStandardMaterial color="#ffffff" emissive="#ffff00" emissiveIntensity={0.5} />
</mesh>
<mesh position={[0.12, 0.2, 0.7]}>
<boxGeometry args={[0.1, 0.1, 0.05]} />
<meshStandardMaterial color="#ffffff" emissive="#ffff00" emissiveIntensity={0.5} />
</mesh>
{/* Legs */}
<mesh position={[-0.3, -0.15, 0.25]}>
<boxGeometry args={[0.2, 0.2, 0.2]} />
<meshStandardMaterial color="#666" />
</mesh>
<mesh position={[0.3, -0.15, 0.25]}>
<boxGeometry args={[0.2, 0.2, 0.2]} />
<meshStandardMaterial color="#666" />
</mesh>
<mesh position={[-0.3, -0.15, -0.25]}>
<boxGeometry args={[0.2, 0.2, 0.2]} />
<meshStandardMaterial color="#666" />
</mesh>
<mesh position={[0.3, -0.15, -0.25]}>
<boxGeometry args={[0.2, 0.2, 0.2]} />
<meshStandardMaterial color="#666" />
</mesh>
{/* Tail */}
<mesh position={[0, 0.1, -0.55]}>
<boxGeometry args={[0.15, 0.15, 0.2]} />
<meshStandardMaterial color={color} />
</mesh>
</group>
{/* Selection indicator */}
{isSelected && (
<>
<mesh position={[0, 1.2, 0]}>
<coneGeometry args={[0.3, 0.5, 4]} />
<meshStandardMaterial color="#ffffff" emissive="#ffffff" emissiveIntensity={0.8} />
</mesh>
{/* Selection ring */}
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.5, 0]}>
<ringGeometry args={[1, 1.2, 32]} />
<meshBasicMaterial color="#ffffff" side={THREE.DoubleSide} transparent opacity={0.5} />
</mesh>
</>
)}
{/* Turtle ID label */}
<Text
position={[0, 1.5, 0]}
fontSize={0.4}
color="white"
anchorX="center"
anchorY="middle"
>
🐢 {turtle.turtleID}
</Text>
</group>
);
}
// Path trail component
function PathTrail({ turtle }) {
const { position, homePosition } = turtle;
if (!position || !homePosition) return null;
const points = [
new THREE.Vector3(position.x, position.y, position.z),
new THREE.Vector3(homePosition.x, homePosition.y, homePosition.z)
];
return (
<Line
points={points}
color="#60a5fa"
lineWidth={2}
transparent
opacity={0.3}
dashed
dashScale={2}
/>
);
}
// Get color and texture info for block type
function getBlockAppearance(blockName) {
if (!blockName) return { color: '#888', pattern: 'solid' };
const name = blockName.toLowerCase();
// Ores - bright colors with sparkle
if (name.includes('diamond')) return { color: '#00ffff', pattern: 'ore', emissive: '#00ffff', intensity: 0.3 };
if (name.includes('emerald')) return { color: '#00ff00', pattern: 'ore', emissive: '#00ff00', intensity: 0.3 };
if (name.includes('gold')) return { color: '#ffd700', pattern: 'ore', emissive: '#ffd700', intensity: 0.2 };
if (name.includes('iron')) return { color: '#d4d4d4', pattern: 'ore' };
if (name.includes('coal')) return { color: '#1a1a1a', pattern: 'ore' };
if (name.includes('redstone')) return { color: '#ff0000', pattern: 'ore', emissive: '#ff0000', intensity: 0.2 };
if (name.includes('lapis')) return { color: '#1e40af', pattern: 'ore' };
if (name.includes('copper')) return { color: '#ff8c00', pattern: 'ore' };
// Common blocks - textured
if (name.includes('stone') && !name.includes('cobble')) return { color: '#7f7f7f', pattern: 'stone' };
if (name.includes('cobblestone')) return { color: '#808080', pattern: 'cobble' };
if (name.includes('dirt')) return { color: '#8b4513', pattern: 'dirt' };
if (name.includes('grass')) return { color: '#228b22', pattern: 'grass' };
if (name.includes('sand')) return { color: '#f4a460', pattern: 'sand' };
if (name.includes('gravel')) return { color: '#808080', pattern: 'gravel' };
if (name.includes('bedrock')) return { color: '#222', pattern: 'solid' };
if (name.includes('obsidian')) return { color: '#1a0033', pattern: 'solid' };
if (name.includes('netherrack')) return { color: '#8b0000', pattern: 'netherrack' };
return { color: '#666666', pattern: 'solid' };
}
// WorldBlocks component to render discovered blocks with Minecraft textures
function WorldBlocks({ blocks }) {
const [hoveredBlock, setHoveredBlock] = useState(null);
const { textures, loading } = useMinecraftTextures(blocks);
// Group blocks by block name for better performance
const blockGroups = useMemo(() => {
const groups = new Map();
blocks.forEach(block => {
if (!groups.has(block.name)) {
groups.set(block.name, []);
}
groups.get(block.name).push(block);
});
return Array.from(groups.entries());
}, [blocks]);
if (loading) {
return <Text position={[0, 5, 0]} fontSize={0.5} color="white">Loading textures...</Text>;
}
return (
<group>
{blockGroups.map(([blockName, blockList]) => {
const appearance = getBlockAppearance(blockName);
const texture = textures[blockName];
return (
<group key={blockName}>
{blockList.map((block) => {
const blockKey = `${block.x},${block.y},${block.z}`;
const isHovered = hoveredBlock === blockKey;
return (
<group key={blockKey}>
<mesh
position={[block.x, block.y, block.z]}
onPointerOver={(e) => {
e.stopPropagation();
setHoveredBlock(blockKey);
}}
onPointerOut={() => setHoveredBlock(null)}
>
<boxGeometry args={[1.0, 1.0, 1.0]} />
<meshStandardMaterial
map={texture}
color={texture ? '#ffffff' : appearance.color}
emissive={appearance.emissive || appearance.color}
emissiveIntensity={isHovered ? (appearance.intensity || 0.05) + 0.2 : (appearance.intensity || 0.05)}
roughness={appearance.pattern === 'ore' ? 0.4 : 0.8}
metalness={appearance.pattern === 'ore' ? 0.2 : 0.0}
transparent
opacity={isHovered ? 0.98 : 0.9}
/>
</mesh>
{/* Block label on hover */}
{isHovered && (
<Text
position={[block.x, block.y + 0.8, block.z]}
fontSize={0.3}
color="white"
anchorX="center"
anchorY="middle"
outlineWidth={0.05}
outlineColor="#000000"
>
{block.name.replace('minecraft:', '').replace(/_/g, ' ').toUpperCase()}
</Text>
)}
</group>
);
})}
</group>
);
})}
</group>
);
}
// Path trail component (old version removed above)
function OldPathTrail({ turtle }) {
const { position, homePosition } = turtle;
if (!position || !homePosition) return null;
const points = [
new THREE.Vector3(position.x, position.y, position.z),
new THREE.Vector3(homePosition.x, homePosition.y, homePosition.z)
];
return (
<Line
points={points}
color="#60a5fa"
lineWidth={2}
dashed
dashScale={2}
transparent
opacity={0.5}
/>
);
}
// Home marker component
function HomeMarker({ position }) {
if (!position) return null;
return (
<group position={[position.x, position.y, position.z]}>
<mesh>
<cylinderGeometry args={[1, 0.5, 0.5, 6]} />
<meshStandardMaterial color="#10b981" emissive="#10b981" emissiveIntensity={0.3} />
</mesh>
<Text
position={[0, 1.2, 0]}
fontSize={0.5}
color="#10b981"
anchorX="center"
anchorY="middle"
>
HOME
</Text>
</group>
);
}
// Main scene component
function Scene() {
const turtles = useTurtleStore((state) => state.getTurtleArray());
const selectedTurtleId = useTurtleStore((state) => state.selectedTurtleId);
const selectTurtle = useTurtleStore((state) => state.selectTurtle);
const worldBlocks = useTurtleStore((state) => state.worldBlocks || []);
// Calculate center point for camera focus
const centerPoint = useMemo(() => {
if (turtles.length === 0) return [0, 0, 0];
let sumX = 0, sumY = 0, sumZ = 0;
let count = 0;
turtles.forEach(turtle => {
if (turtle.position) {
sumX += turtle.position.x;
sumY += turtle.position.y;
sumZ += turtle.position.z;
count++;
}
});
if (count === 0) return [0, 0, 0];
return [sumX / count, sumY / count, sumZ / count];
}, [turtles]);
// Get home position from first turtle
const homePosition = turtles.find(t => t.homePosition)?.homePosition;
return (
<>
<ambientLight intensity={0.6} />
<pointLight position={[10, 10, 10]} intensity={1.2} />
<pointLight position={[-10, -10, -10]} intensity={0.6} />
<pointLight position={[0, 20, 0]} intensity={0.8} color="#ffffff" />
{/* Grid */}
<Grid
args={[100, 100]}
cellSize={1}
cellThickness={0.5}
cellColor="#1e293b"
sectionSize={5}
sectionThickness={1}
sectionColor="#334155"
fadeDistance={50}
fadeStrength={1}
followCamera={false}
infiniteGrid
/>
{/* Render discovered blocks */}
<WorldBlocks blocks={worldBlocks} />
{/* Home marker */}
{homePosition && <HomeMarker position={homePosition} />}
{/* Turtles and paths */}
{turtles.map((turtle) => (
<React.Fragment key={turtle.turtleID}>
<PathTrail turtle={turtle} />
<TurtleModel
turtle={turtle}
isSelected={selectedTurtleId === turtle.turtleID}
onClick={() => selectTurtle(turtle.turtleID)}
/>
</React.Fragment>
))}
{/* Camera controls */}
<OrbitControls
target={centerPoint}
enableDamping
dampingFactor={0.05}
minDistance={5}
maxDistance={100}
/>
</>
);
}
// Main Map3D component
export default function Map3D() {
return (
<div style={{ width: '100%', height: '100%', background: '#0a0e1a' }}>
<Canvas
camera={{ position: [15, 15, 15], fov: 60 }}
style={{ background: '#0a0e1a' }}
>
<Scene />
</Canvas>
</div>
);
}