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import * as THREE from 'three';
import {
createOrientationIndicator,
setOrientationIndicatorColors,
type OrientationIndicatorColors,
} from './orientationIndicator';
import { HOME_FRAME_COLORS } from './faceColors';
type Vantage = {
scene: { scene(): Promise<THREE.Scene> } | null;
canvasInfo(): Promise<{ canvas: HTMLCanvasElement }>;
render(): Promise<void> | void;
};
type ScenePlayer = Pick<TwistyPlayer, 'experimentalCurrentVantages'>;
export type SceneRenderer = {
/** Queue a single frame. Repeated calls before it runs are coalesced. */
requestRender(): void;
/** Apply an absolute physical-cube orientation from a transport quaternion. */
setCubeOrientation(orientation: QuaternionComponents): void;
/** Restore the cube's presentation-only resting pose. */
resetCubeOrientation(): void;
/** Apply the solver-frame basis and axis colors used by the orientation gizmo. */
setVirtualFrameOrientation(orientation: VirtualFrameOrientation): void;
/** Stop or resume rendering while the smart-cube session is inactive. */
setActive(active: boolean): void;
/** Let mouse/touch drag rotate the scene when a cube has no gyro. */
setManualOrientationEnabled(enabled: boolean): void;
/** Remove browser listeners and discard the attached orientation gizmo. */
dispose(): void;
};
export type SceneRenderOptions = {
onContextLost?: () => void;
onContextRestored?: () => void;
};
export type QuaternionComponents = Readonly<{ x: number; y: number; z: number; w: number }>;
type SceneVector = readonly [number, number, number];
export type VirtualFrameOrientation = Readonly<{
right: SceneVector;
up: SceneVector;
front: SceneVector;
colors: OrientationIndicatorColors;
}>;
/**
* Attach the regrip gizmo to cubing.js' existing WebGL scene.
*
* This intentionally renders on demand rather than running a permanent 60fps
* loop: gyro, virtual-frame, and player updates call `requestRender`. That
* keeps mobile GPUs idle between cube events and makes context loss recoverable.
*/
export function startSceneRenderLoop(
player: ScenePlayer,
{ onContextLost, onContextRestored }: SceneRenderOptions = {},
): SceneRenderer {
const restingCubeQuaternion = new THREE.Quaternion().setFromEuler(
new THREE.Euler((30 * Math.PI) / 180, (-30 * Math.PI) / 180, 0),
);
const cubeQuaternion = restingCubeQuaternion.clone();
const virtualFrameQuaternion = new THREE.Quaternion();
const virtualFrameColors = { ...HOME_FRAME_COLORS };
let scene: THREE.Scene | undefined;
let vantage: Vantage | undefined;
let canvas: HTMLCanvasElement | undefined;
let orientationIndicator: THREE.Group | undefined;
let active = true;
let contextLost = false;
let disposed = false;
let scheduled = false;
let rendering = false;
let dirty = true;
let animationFrame: number | undefined;
let manualOrientationEnabled = false;
let manualPointer:
{ id: number; x: number; y: number; orientation: THREE.Quaternion } | undefined;
let manualListenersAttached = false;
// This is a stable world-space corner; the R/U/F axes still inherit the
// scene rotation that renders the physical cube. Virtual regrips transform
// move notation, but the gyro-driven scene already represents their pose.
const indicatorPosition = new THREE.Vector3(-0.82, -0.8, 0);
const inverseSceneQuaternion = new THREE.Quaternion();
const yawAxis = new THREE.Vector3(0, 1, 0);
const pitchAxis = new THREE.Vector3(1, 0, 0);
const manualYaw = new THREE.Quaternion();
const manualPitch = new THREE.Quaternion();
const updateCanvasCursor = (): void => {
if (!canvas?.style) return;
canvas.style.cursor = manualOrientationEnabled ? 'grab' : '';
canvas.style.touchAction = manualOrientationEnabled ? 'none' : '';
};
const handlePointerDown = (event: PointerEvent): void => {
if (!manualOrientationEnabled || !canvas) return;
// Snapshot the current pose. Each drag is measured from this familiar
// starting angle instead of compounding a new rotation for every pixel.
manualPointer = {
id: event.pointerId,
x: event.clientX,
y: event.clientY,
orientation: cubeQuaternion.clone(),
};
canvas.setPointerCapture?.(event.pointerId);
if (canvas.style) canvas.style.cursor = 'grabbing';
event.preventDefault();
};
const handlePointerMove = (event: PointerEvent): void => {
if (!manualOrientationEnabled || !manualPointer || event.pointerId !== manualPointer.id) return;
const dx = event.clientX - manualPointer.x;
const dy = event.clientY - manualPointer.y;
manualYaw.setFromAxisAngle(yawAxis, dx * 0.008);
manualPitch.setFromAxisAngle(pitchAxis, dy * 0.008);
cubeQuaternion.copy(manualPointer.orientation).premultiply(manualYaw).premultiply(manualPitch);
event.preventDefault();
dirty = true;
schedule();
};
const handlePointerUp = (event: PointerEvent): void => {
if (event.pointerId !== manualPointer?.id) return;
manualPointer = undefined;
if (canvas?.style) canvas.style.cursor = 'grab';
};
const detachManualOrientation = (): void => {
if (!canvas || !manualListenersAttached) return;
canvas.removeEventListener('pointerdown', handlePointerDown);
canvas.removeEventListener('pointermove', handlePointerMove);
canvas.removeEventListener('pointerup', handlePointerUp);
canvas.removeEventListener('pointercancel', handlePointerUp);
manualListenersAttached = false;
manualPointer = undefined;
};
const syncManualOrientation = (): void => {
if (!canvas) return;
if (manualOrientationEnabled && !manualListenersAttached) {
canvas.addEventListener('pointerdown', handlePointerDown);
canvas.addEventListener('pointermove', handlePointerMove);
canvas.addEventListener('pointerup', handlePointerUp);
canvas.addEventListener('pointercancel', handlePointerUp);
manualListenersAttached = true;
} else if (!manualOrientationEnabled) {
detachManualOrientation();
}
updateCanvasCursor();
};
const canRender = (): boolean =>
active && !contextLost && !disposed && (typeof document === 'undefined' || !document.hidden);
const detachScene = (): void => {
if (scene && orientationIndicator) scene.remove(orientationIndicator);
scene = undefined;
vantage = undefined;
orientationIndicator = undefined;
};
const cancelFrame = (): void => {
if (animationFrame !== undefined) cancelAnimationFrame(animationFrame);
animationFrame = undefined;
scheduled = false;
};
const handleContextLost = (event: Event): void => {
event.preventDefault();
contextLost = true;
cancelFrame();
onContextLost?.();
};
const handleContextRestored = (): void => {
contextLost = false;
detachScene();
dirty = true;
onContextRestored?.();
schedule();
};
const attachCanvas = async (nextVantage: Vantage): Promise<void> => {
const nextCanvas = (await nextVantage.canvasInfo()).canvas;
if (canvas === nextCanvas) return;
detachManualOrientation();
canvas?.removeEventListener('webglcontextlost', handleContextLost);
canvas?.removeEventListener('webglcontextrestored', handleContextRestored);
canvas = nextCanvas;
canvas.addEventListener('webglcontextlost', handleContextLost);
canvas.addEventListener('webglcontextrestored', handleContextRestored);
syncManualOrientation();
};
const ensureScene = async (): Promise<void> => {
if (scene && vantage) return;
const vantages = await player.experimentalCurrentVantages();
const nextVantage = [...vantages][0] as Vantage | undefined;
const nextScene = nextVantage?.scene && (await nextVantage.scene.scene());
if (!nextVantage || !nextScene) return;
vantage = nextVantage;
scene = nextScene;
orientationIndicator = createOrientationIndicator();
// cubing.js scene units project much larger than the rendered cube; keep
// the compass compact and comfortably inside the viewport.
orientationIndicator.scale.setScalar(0.38);
scene.add(orientationIndicator);
await attachCanvas(nextVantage);
};
const render = async (): Promise<void> => {
if (!canRender() || !dirty || rendering) return;
rendering = true;
dirty = false;
try {
await ensureScene();
if (!canRender() || !scene || !vantage) return;
// OrientationStabilizer provides the smoothing and detent behaviour.
scene.quaternion.copy(cubeQuaternion);
// Only the indicator is reframed: virtual x/y/z turns rename the
// user's R/U/F frame without changing the physical gyro pose.
orientationIndicator?.quaternion.copy(virtualFrameQuaternion);
if (orientationIndicator)
setOrientationIndicatorColors(orientationIndicator, virtualFrameColors);
// Compensate the parent transform for position only: this pins the
// gizmo in view while preserving the inherited axis rotation.
inverseSceneQuaternion.copy(scene.quaternion).invert();
orientationIndicator?.position
.copy(indicatorPosition)
.applyQuaternion(inverseSceneQuaternion);
await vantage.render();
} catch (error) {
console.warn('cube scene render', error);
} finally {
rendering = false;
if (dirty) schedule();
}
};
const schedule = (): void => {
if (!canRender() || !dirty || scheduled) return;
scheduled = true;
animationFrame = requestAnimationFrame(() => {
animationFrame = undefined;
scheduled = false;
void render();
});
};
const handleVisibilityChange = (): void => {
if (typeof document === 'undefined' || document.hidden) {
cancelFrame();
return;
}
// A long-backgrounded tab can have its GPU context reclaimed without any
// pending cube event to mark the scene dirty again. Always repaint on
// return rather than relying on dirty already being true.
dirty = true;
schedule();
};
if (typeof document !== 'undefined')
document.addEventListener('visibilitychange', handleVisibilityChange);
schedule();
return {
requestRender: () => {
dirty = true;
schedule();
},
setCubeOrientation: ({ x, y, z, w }) => {
cubeQuaternion.set(x, y, z, w);
dirty = true;
schedule();
},
resetCubeOrientation: () => {
cubeQuaternion.copy(restingCubeQuaternion);
dirty = true;
schedule();
},
setVirtualFrameOrientation: ({ right, up, front, colors }) => {
virtualFrameQuaternion.setFromRotationMatrix(
new THREE.Matrix4().makeBasis(
new THREE.Vector3(...right),
new THREE.Vector3(...up),
new THREE.Vector3(...front),
),
);
virtualFrameColors.x = colors.x;
virtualFrameColors.y = colors.y;
virtualFrameColors.z = colors.z;
dirty = true;
schedule();
},
setActive: (nextActive) => {
active = nextActive;
if (!active) cancelFrame();
else {
dirty = true;
schedule();
}
},
setManualOrientationEnabled: (enabled) => {
manualOrientationEnabled = enabled;
if (!enabled) manualPointer = undefined;
syncManualOrientation();
},
dispose: () => {
disposed = true;
cancelFrame();
if (typeof document !== 'undefined')
document.removeEventListener('visibilitychange', handleVisibilityChange);
canvas?.removeEventListener('webglcontextlost', handleContextLost);
canvas?.removeEventListener('webglcontextrestored', handleContextRestored);
detachManualOrientation();
detachScene();
},
};
}
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