Added continuous dice roll calculation and scene render sleep
This commit is contained in:
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@ -5,7 +5,7 @@ import ExpandMoreDiceIcon from "../../icons/ExpandMoreDiceIcon";
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import DiceTray from "./dice/DiceTray";
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function MapDice() {
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const [isExpanded, setIsExpanded] = useState(true);
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const [isExpanded, setIsExpanded] = useState(false);
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return (
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<Flex
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81
src/components/map/dice/DiceButtons.js
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81
src/components/map/dice/DiceButtons.js
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@ -0,0 +1,81 @@
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import React from "react";
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import { Flex } from "theme-ui";
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import SunsetDice from "../../../dice/galaxy/GalaxyDice";
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import D20Icon from "../../../icons/D20Icon";
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import D12Icon from "../../../icons/D12Icon";
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import D10Icon from "../../../icons/D10Icon";
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import D8Icon from "../../../icons/D8Icon";
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import D6Icon from "../../../icons/D6Icon";
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import D4Icon from "../../../icons/D4Icon";
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import D100Icon from "../../../icons/D100Icon";
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import DiceButton from "./DiceButton";
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function DiceButtons({ diceRolls, onDiceAdd }) {
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const diceCounts = {};
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for (let dice of diceRolls) {
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if (dice.type in diceCounts) {
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diceCounts[dice.type] += 1;
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} else {
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diceCounts[dice.type] = 1;
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}
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}
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return (
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<Flex>
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<DiceButton
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title="Add D20"
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count={diceCounts.d20}
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onClick={() => onDiceAdd(SunsetDice, "d20")}
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>
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<D20Icon />
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</DiceButton>
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<DiceButton
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title="Add D12"
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count={diceCounts.d12}
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onClick={() => onDiceAdd(SunsetDice, "d12")}
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>
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<D12Icon />
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</DiceButton>
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<DiceButton
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title="Add D10"
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count={diceCounts.d10}
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onClick={() => onDiceAdd(SunsetDice, "d10")}
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>
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<D10Icon />
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</DiceButton>
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<DiceButton
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title="Add D8"
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count={diceCounts.d8}
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onClick={() => onDiceAdd(SunsetDice, "d8")}
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>
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<D8Icon />
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</DiceButton>
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<DiceButton
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title="Add D6"
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count={diceCounts.d6}
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onClick={() => onDiceAdd(SunsetDice, "d6")}
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>
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<D6Icon />
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</DiceButton>
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<DiceButton
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title="Add D4"
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count={diceCounts.d4}
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onClick={() => onDiceAdd(SunsetDice, "d4")}
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>
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<D4Icon />
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</DiceButton>
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<DiceButton
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title="Add D100"
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count={diceCounts.d100}
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onClick={() => onDiceAdd(SunsetDice, "d100")}
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>
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<D100Icon />
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</DiceButton>
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</Flex>
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);
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}
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export default DiceButtons;
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@ -1,80 +1,123 @@
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import React from "react";
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import { Flex } from "theme-ui";
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import React, { useEffect, useState } from "react";
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import * as BABYLON from "babylonjs";
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import SunsetDice from "../../../dice/galaxy/GalaxyDice";
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import DiceButtons from "./DiceButtons";
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import DiceResults from "./DiceResults";
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import D20Icon from "../../../icons/D20Icon";
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import D12Icon from "../../../icons/D12Icon";
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import D10Icon from "../../../icons/D10Icon";
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import D8Icon from "../../../icons/D8Icon";
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import D6Icon from "../../../icons/D6Icon";
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import D4Icon from "../../../icons/D4Icon";
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import D100Icon from "../../../icons/D100Icon";
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function DiceControls({
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diceRefs,
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sceneVisibleRef,
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onDiceAdd,
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onDiceClear,
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onDiceReroll,
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}) {
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const [diceRolls, setDiceRolls] = useState([]);
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import DiceButton from "./DiceButton";
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function DiceControls({ diceRolls, onDiceAdd }) {
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const diceCounts = {};
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for (let dice of diceRolls) {
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if (dice.type in diceCounts) {
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diceCounts[dice.type] += 1;
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} else {
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diceCounts[dice.type] = 1;
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// Update dice rolls
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useEffect(() => {
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// Find the number facing up on a dice object
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function getDiceRoll(dice) {
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let number = getDiceInstanceRoll(dice.instance);
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// If the dice is a d100 add the d10
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if (dice.type === "d100") {
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const d10Number = getDiceInstanceRoll(dice.d10Instance);
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// Both zero set to 100
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if (d10Number === 0 && number === 0) {
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number = 100;
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} else {
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number += d10Number;
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}
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} else if (dice.type === "d10" && number === 0) {
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number = 10;
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}
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return { type: dice.type, roll: number };
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}
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}
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// Find the number facing up on a mesh instance of a dice
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function getDiceInstanceRoll(instance) {
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let highestDot = -1;
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let highestLocator;
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for (let locator of instance.getChildTransformNodes()) {
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let dif = locator
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.getAbsolutePosition()
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.subtract(instance.getAbsolutePosition());
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let direction = dif.normalize();
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const dot = BABYLON.Vector3.Dot(direction, BABYLON.Vector3.Up());
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if (dot > highestDot) {
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highestDot = dot;
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highestLocator = locator;
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}
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}
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return parseInt(highestLocator.name.slice(12));
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}
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function updateDiceRolls() {
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const die = diceRefs.current;
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const sceneVisible = sceneVisibleRef.current;
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if (!sceneVisible) {
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return;
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}
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const diceAwake = die.map((dice) => dice.asleep).includes(false);
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if (!diceAwake) {
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return;
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}
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let newRolls = [];
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for (let i = 0; i < die.length; i++) {
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const dice = die[i];
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let roll = getDiceRoll(dice);
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newRolls[i] = roll;
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}
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setDiceRolls(newRolls);
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}
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const updateInterval = setInterval(updateDiceRolls, 100);
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return () => {
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clearInterval(updateInterval);
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};
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}, [diceRefs, sceneVisibleRef]);
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return (
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<Flex>
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<DiceButton
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title="Add D20"
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count={diceCounts.d20}
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onClick={() => onDiceAdd(SunsetDice, "d20")}
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<>
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<div
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style={{
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position: "absolute",
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bottom: "16px",
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left: 0,
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right: 0,
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display: "flex",
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color: "white",
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}}
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>
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<D20Icon />
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</DiceButton>
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<DiceButton
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title="Add D12"
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count={diceCounts.d12}
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onClick={() => onDiceAdd(SunsetDice, "d12")}
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<DiceResults
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diceRolls={diceRolls}
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onDiceClear={() => {
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onDiceClear();
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setDiceRolls([]);
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}}
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onDiceReroll={onDiceReroll}
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/>
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</div>
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<div
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style={{
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position: "absolute",
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top: "24px",
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left: "50%",
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transform: "translateX(-50%)",
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}}
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>
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<D12Icon />
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</DiceButton>
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<DiceButton
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title="Add D10"
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count={diceCounts.d10}
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onClick={() => onDiceAdd(SunsetDice, "d10")}
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>
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<D10Icon />
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</DiceButton>
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<DiceButton
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title="Add D8"
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count={diceCounts.d8}
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onClick={() => onDiceAdd(SunsetDice, "d8")}
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>
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<D8Icon />
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</DiceButton>
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<DiceButton
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title="Add D6"
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count={diceCounts.d6}
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onClick={() => onDiceAdd(SunsetDice, "d6")}
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>
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<D6Icon />
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</DiceButton>
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<DiceButton
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title="Add D4"
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count={diceCounts.d4}
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onClick={() => onDiceAdd(SunsetDice, "d4")}
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>
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<D4Icon />
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</DiceButton>
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<DiceButton
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title="Add D100"
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count={diceCounts.d100}
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onClick={() => onDiceAdd(SunsetDice, "d100")}
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>
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<D100Icon />
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</DiceButton>
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</Flex>
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<DiceButtons
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diceRolls={diceRolls}
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onDiceAdd={(style, type) => {
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onDiceAdd(style, type);
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setDiceRolls((prevRolls) => [
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...prevRolls,
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{ type, roll: "unknown" },
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]);
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}}
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/>
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</div>
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</>
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);
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}
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@ -3,7 +3,7 @@ import * as BABYLON from "babylonjs";
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import * as AMMO from "ammo.js";
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import "babylonjs-loaders";
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function DiceScene({ onSceneMount }) {
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function DiceScene({ onSceneMount, onPointerDown, onPointerUp }) {
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const sceneRef = useRef();
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const engineRef = useRef();
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const canvasRef = useRef();
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@ -86,6 +86,7 @@ function DiceScene({ onSceneMount }) {
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selectedMeshRef.current = pickInfo.pickedMesh;
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}
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}
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onPointerDown();
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}
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function handlePointerUp() {
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@ -105,6 +106,8 @@ function DiceScene({ onSceneMount }) {
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}
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selectedMeshRef.current = null;
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selectedMeshDeltaPositionRef.current = null;
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onPointerUp();
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}
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return (
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@ -121,4 +124,9 @@ function DiceScene({ onSceneMount }) {
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);
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}
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DiceScene.defaultProps = {
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onPointerDown() {},
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onPointerUp() {},
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};
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export default DiceScene;
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@ -1,4 +1,4 @@
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import React, { useRef, useState, useCallback, useEffect } from "react";
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import React, { useRef, useCallback, useEffect } from "react";
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import * as BABYLON from "babylonjs";
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import { Box } from "theme-ui";
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@ -6,7 +6,6 @@ import environment from "../../../dice/environment.dds";
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import Scene from "./DiceScene";
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import DiceControls from "./DiceControls";
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import DiceResults from "./DiceResults";
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import Dice from "../../../dice/Dice";
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import createDiceTray, {
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@ -16,18 +15,29 @@ import createDiceTray, {
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function DiceTray({ isOpen }) {
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const sceneRef = useRef();
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const shadowGeneratorRef = useRef();
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const dieRef = useRef([]);
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const dieSleepRef = useRef([]);
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const [diceRolls, setDiceRolls] = useState([]);
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const sceneSleepRef = useRef(true);
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const diceRefs = useRef([]);
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const sceneVisibleRef = useRef(false);
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const sceneInteractionRef = useRef(false);
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// Set to true to ignore scene sleep and visible values
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const forceSceneRenderRef = useRef(false);
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useEffect(() => {
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if (!isOpen) {
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sceneSleepRef.current = true;
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let openTimeout;
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if (isOpen) {
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sceneVisibleRef.current = true;
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// Force scene rendering on open for 1s to ensure dice tray is rendered
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forceSceneRenderRef.current = true;
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openTimeout = setTimeout(() => {
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forceSceneRenderRef.current = false;
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}, 1000);
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} else {
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sceneSleepRef.current = false;
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sceneVisibleRef.current = false;
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}
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return () => {
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if (openTimeout) {
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clearTimeout(openTimeout);
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}
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};
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}, [isOpen]);
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const handleSceneMount = useCallback(({ scene, engine }) => {
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@ -124,69 +134,34 @@ function DiceTray({ isOpen }) {
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}
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}
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// Find the number facing up on a dice object
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function getDiceRoll(dice) {
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let number = getDiceInstanceRoll(dice.instance);
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// If the dice is a d100 add the d10
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if (dice.type === "d100") {
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const d10Number = getDiceInstanceRoll(dice.d10Instance);
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// Both zero set to 100
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if (d10Number === 0 && number === 0) {
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number = 100;
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} else {
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number += d10Number;
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}
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} else if (dice.type === "d10" && number === 0) {
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number = 10;
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}
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return { type: dice.type, roll: number };
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const die = diceRefs.current;
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const sceneVisible = sceneVisibleRef.current;
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if (!sceneVisible) {
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return;
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}
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// Find the number facing up on a mesh instance of a dice
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function getDiceInstanceRoll(instance) {
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let highestDot = -1;
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let highestLocator;
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for (let locator of instance.getChildTransformNodes()) {
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let dif = locator
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.getAbsolutePosition()
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.subtract(instance.getAbsolutePosition());
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let direction = dif.normalize();
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const dot = BABYLON.Vector3.Dot(direction, BABYLON.Vector3.Up());
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if (dot > highestDot) {
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highestDot = dot;
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highestLocator = locator;
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}
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}
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return parseInt(highestLocator.name.slice(12));
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}
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const die = dieRef.current;
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const shouldSleep = sceneSleepRef.current;
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if (shouldSleep) {
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const sceneInteraction = sceneInteractionRef.current;
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const forceSceneRender = forceSceneRenderRef.current;
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const diceAwake = die.map((dice) => dice.asleep).includes(false);
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// Return early if scene doesn't need to be re-rendered
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if (!forceSceneRender && !sceneInteraction && !diceAwake) {
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return;
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}
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for (let i = 0; i < die.length; i++) {
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const dice = die[i];
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const diceIsAsleep = dieSleepRef.current[i];
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const speed = getDiceSpeed(dice);
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if (speed < 0.01 && !diceIsAsleep) {
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dieSleepRef.current[i] = true;
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let roll = getDiceRoll(dice);
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setDiceRolls((prevRolls) => {
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let newRolls = [...prevRolls];
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newRolls[i] = roll;
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return newRolls;
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});
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} else if (speed > 0.5 && diceIsAsleep) {
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dieSleepRef.current[i] = false;
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setDiceRolls((prevRolls) => {
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let newRolls = [...prevRolls];
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newRolls[i].roll = "unknown";
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return newRolls;
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});
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// If the speed has been below 0.01 for 1s set dice to sleep
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if (speed < 0.01 && !dice.sleepTimout) {
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dice.sleepTimout = setTimeout(() => {
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dice.asleep = true;
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}, 1000);
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} else if (speed > 0.5 && (dice.asleep || dice.sleepTimout)) {
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dice.asleep = false;
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clearTimeout(dice.sleepTimout);
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dice.sleepTimout = null;
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}
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}
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if (scene) {
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scene.render();
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}
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@ -199,7 +174,7 @@ function DiceTray({ isOpen }) {
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const instance = await style.createInstance(type, scene);
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shadowGenerator.addShadowCaster(instance);
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Dice.roll(instance);
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let dice = { type, instance };
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let dice = { type, instance, asleep: false };
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// If we have a d100 add a d10 as well
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if (type === "d100") {
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const d10Instance = await style.createInstance("d10", scene);
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@ -207,32 +182,36 @@ function DiceTray({ isOpen }) {
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Dice.roll(d10Instance);
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dice.d10Instance = d10Instance;
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}
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dieRef.current.push(dice);
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dieSleepRef.current.push(false);
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setDiceRolls((prevRolls) => [...prevRolls, { type, roll: "unknown" }]);
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diceRefs.current.push(dice);
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}
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}
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function handleDiceClear() {
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const die = dieRef.current;
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const die = diceRefs.current;
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for (let dice of die) {
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dice.instance.dispose();
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if (dice.type === "d100") {
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dice.d10Instance.dispose();
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}
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}
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dieRef.current = [];
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dieSleepRef.current = [];
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setDiceRolls([]);
|
||||
diceRefs.current = [];
|
||||
// Force scene rendering to show cleared dice
|
||||
forceSceneRenderRef.current = true;
|
||||
setTimeout(() => {
|
||||
if (forceSceneRenderRef) {
|
||||
forceSceneRenderRef.current = false;
|
||||
}
|
||||
}, 100);
|
||||
}
|
||||
|
||||
function handleDiceReroll() {
|
||||
const die = dieRef.current;
|
||||
const die = diceRefs.current;
|
||||
for (let dice of die) {
|
||||
Dice.roll(dice.instance);
|
||||
if (dice.type === "d100") {
|
||||
Dice.roll(dice.d10Instance);
|
||||
}
|
||||
dice.asleep = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -248,33 +227,22 @@ function DiceTray({ isOpen }) {
|
||||
}}
|
||||
bg="background"
|
||||
>
|
||||
<Scene onSceneMount={handleSceneMount} />
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
bottom: "16px",
|
||||
left: 0,
|
||||
right: 0,
|
||||
display: "flex",
|
||||
color: "white",
|
||||
<Scene
|
||||
onSceneMount={handleSceneMount}
|
||||
onPointerDown={() => {
|
||||
sceneInteractionRef.current = true;
|
||||
}}
|
||||
>
|
||||
<DiceResults
|
||||
diceRolls={diceRolls}
|
||||
onDiceClear={handleDiceClear}
|
||||
onDiceReroll={handleDiceReroll}
|
||||
/>
|
||||
</div>
|
||||
<div
|
||||
style={{
|
||||
position: "absolute",
|
||||
top: "24px",
|
||||
left: "50%",
|
||||
transform: "translateX(-50%)",
|
||||
onPointerUp={() => {
|
||||
sceneInteractionRef.current = false;
|
||||
}}
|
||||
>
|
||||
<DiceControls diceRolls={diceRolls} onDiceAdd={handleDiceAdd} />
|
||||
</div>
|
||||
/>
|
||||
<DiceControls
|
||||
diceRefs={diceRefs}
|
||||
sceneVisibleRef={sceneVisibleRef}
|
||||
onDiceAdd={handleDiceAdd}
|
||||
onDiceClear={handleDiceClear}
|
||||
onDiceReroll={handleDiceReroll}
|
||||
/>
|
||||
</Box>
|
||||
);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user