feat: add puzzle onboarding and match3d entry updates
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@@ -32,34 +32,116 @@ type ThreeRenderer = import('three').WebGLRenderer;
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type ThreeCamera = import('three').OrthographicCamera;
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type PhysicsEntry = {
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boundaryRadius: number;
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colliderHeight: number;
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item: Match3DItemSnapshot;
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body: PhysicsBody;
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lockReadableTop: boolean;
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mesh: ThreeObject3D;
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renderSignature: string;
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spawnStartedAt: number;
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targetY: number;
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topRotationY: number;
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};
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type PendingPhysicsSpawn = {
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activeLayerRank: number;
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item: Match3DItemSnapshot;
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renderSignature: string;
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spawnAtMs: number;
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layerCapacity: number;
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targetY: number;
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};
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type StackHeightTarget = {
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activeLayerRank: number;
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targetY: number;
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};
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type BoardDepthPlan = {
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activeDepth: number;
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activeItemCount: number;
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baseY: number;
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initialDepth: number;
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layerCapacity: number;
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layerCount: number;
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layerStep: number;
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maxVerticalSpeed: number;
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surfaceY: number;
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};
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type PhysicsStabilityPlan = {
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angularDamping: number;
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contactFriction: number;
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contactRestitution: number;
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linearDamping: number;
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maxHorizontalSpeed: number;
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maxVerticalSpeed: number;
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solverIterations: number;
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solverTolerance: number;
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};
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type Match3DSpawnTimingPlan = {
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frameSpawnLimit: number;
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initialDelayMs: number;
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layerDelayMs: number;
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burstSize: number;
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staggerMs: number;
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};
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type Match3DSpawnHeightObstacle = {
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boundaryRadius: number;
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colliderHeight: number;
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x: number;
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y: number;
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z: number;
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};
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type PhysicsRuntime = {
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animationId: number | null;
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camera: ThreeCamera;
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entries: Map<string, PhysicsEntry>;
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pendingSpawns: Map<string, PendingPhysicsSpawn>;
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raycaster: import('three').Raycaster;
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renderer: ThreeRenderer;
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scene: ThreeScene;
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spawnTimingPlan: Match3DSpawnTimingPlan;
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stabilityPlan: PhysicsStabilityPlan;
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world: PhysicsWorld;
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three: ThreeModule;
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cannon: CannonModule;
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};
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type Match3DStackHeightPlan = {
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layerCapacity: number;
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targets: Map<string, StackHeightTarget>;
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};
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const MATCH3D_POT_FLOOR_RADIUS = 4.75;
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const MATCH3D_POT_INNER_RADIUS = 4.52;
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const MATCH3D_POT_OUTER_RADIUS = 5.18;
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const MATCH3D_POT_WALL_HEIGHT = 2.15;
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const MATCH3D_ITEM_ACTIVITY_RADIUS = 3.58;
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const MATCH3D_ITEM_POSITION_RADIUS = 3.34;
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const MATCH3D_ITEM_SPAWN_HEIGHT = 1.25;
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const MATCH3D_ITEM_STACK_HEIGHT_STEP = 0.024;
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const MATCH3D_ITEM_BASE_HEIGHT = 1.18;
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const MATCH3D_ITEM_VERTICAL_DEPTH_BASE = 2.8;
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const MATCH3D_ITEM_VERTICAL_DEPTH_SQRT_SCALE = 0.52;
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const MATCH3D_ITEM_VERTICAL_DEPTH_COUNT_SCALE = 0.032;
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const MATCH3D_ITEM_VERTICAL_DEPTH_MAX_BASE = 12;
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const MATCH3D_ITEM_VERTICAL_DEPTH_MAX_COUNT_SCALE = 0.04;
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const MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_BASE = 18;
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const MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_MIN = 10;
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const MATCH3D_ITEM_VERTICAL_LAYER_STEP_MAX = 1.04;
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const MATCH3D_ITEM_LIFT_FORCE_SCALE = 18;
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const MATCH3D_ITEM_LIFT_MAX_SPEED = 4.2;
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const MATCH3D_ITEM_SPAWN_RISE_OFFSET = 0.42;
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const MATCH3D_ITEM_SPAWN_LAYER_DELAY_MS = 54;
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const MATCH3D_ITEM_SPAWN_STAGGER_MS = 4;
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const MATCH3D_ITEM_SPAWN_STACK_CLEARANCE = 0.14;
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const MATCH3D_ITEM_SPAWN_STACK_RADIUS_PADDING = 0.08;
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const MATCH3D_ITEM_SPAWN_ANIMATION_MS = 260;
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const MATCH3D_ITEM_EXTREME_VERTICAL_SPEED_LIMIT = 8.6;
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const MATCH3D_ITEM_EXTREME_HORIZONTAL_SPEED_LIMIT = 4.4;
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const MATCH3D_CENTER_GRAVITY_COEFFICIENT = 0;
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const MATCH3D_BOARD_CENTER = 0.5;
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const MATCH3D_PHYSICS_STEP = 1 / 60;
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@@ -100,12 +182,350 @@ function toWorldPosition(item: Match3DItemSnapshot) {
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};
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}
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export function resolveMatch3DBoardDepthPlan(
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totalItemCount: number,
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activeItemCount: number,
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): BoardDepthPlan {
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const normalizedTotalItemCount = Math.max(
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1,
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Math.round(Number.isFinite(totalItemCount) ? totalItemCount : 1),
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);
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const normalizedActiveItemCount = Math.max(
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0,
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Math.min(
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normalizedTotalItemCount,
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Math.round(Number.isFinite(activeItemCount) ? activeItemCount : 0),
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),
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);
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const volumePressure = Math.max(0, normalizedTotalItemCount - 90);
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const depthMax =
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MATCH3D_ITEM_VERTICAL_DEPTH_MAX_BASE +
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volumePressure * MATCH3D_ITEM_VERTICAL_DEPTH_MAX_COUNT_SCALE;
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const initialDepth = Math.min(
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depthMax,
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MATCH3D_ITEM_VERTICAL_DEPTH_BASE +
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Math.sqrt(normalizedTotalItemCount) *
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MATCH3D_ITEM_VERTICAL_DEPTH_SQRT_SCALE +
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normalizedTotalItemCount * MATCH3D_ITEM_VERTICAL_DEPTH_COUNT_SCALE,
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);
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const remainingRatio =
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normalizedActiveItemCount / normalizedTotalItemCount;
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const activeDepth =
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normalizedActiveItemCount <= 1 ? 0 : initialDepth * remainingRatio;
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const pressureRatio = Math.min(1, volumePressure / 210);
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const layerCapacity = Math.max(
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MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_MIN,
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Math.round(
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MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_BASE - pressureRatio * 8,
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),
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);
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const layerCount = Math.max(
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1,
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Math.ceil(normalizedActiveItemCount / layerCapacity),
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);
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const layerStep =
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layerCount <= 1
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? 0
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: Math.min(
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MATCH3D_ITEM_VERTICAL_LAYER_STEP_MAX,
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activeDepth / Math.max(1, layerCount - 1),
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);
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return {
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activeDepth,
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activeItemCount: normalizedActiveItemCount,
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baseY: MATCH3D_ITEM_BASE_HEIGHT,
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initialDepth,
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layerCapacity,
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layerCount,
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layerStep,
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maxVerticalSpeed:
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MATCH3D_ITEM_EXTREME_VERTICAL_SPEED_LIMIT + pressureRatio * 2.4,
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surfaceY: MATCH3D_ITEM_BASE_HEIGHT + initialDepth,
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};
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}
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export function resolveMatch3DStackTargetY(
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totalItemCount: number,
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activeItemCount: number,
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activeLayerRank: number,
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) {
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const depthPlan = resolveMatch3DBoardDepthPlan(
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totalItemCount,
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activeItemCount,
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);
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if (depthPlan.activeItemCount <= 1) {
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return depthPlan.surfaceY;
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}
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const clampedRank = Math.max(
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0,
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Math.min(depthPlan.activeItemCount - 1, activeLayerRank),
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);
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const layerIndex = Math.floor(
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(clampedRank / Math.max(1, depthPlan.activeItemCount - 1)) *
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(depthPlan.layerCount - 1),
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);
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return (
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depthPlan.surfaceY -
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(depthPlan.layerCount - 1 - layerIndex) * depthPlan.layerStep
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);
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}
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export function resolveMatch3DBoundaryRadius(
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asset: Match3DGeometryAsset,
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radius: number,
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) {
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const bounds = resolveMatch3DColliderBounds(asset, radius);
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return Math.hypot(bounds.width / 2, bounds.depth / 2);
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}
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export function resolveMatch3DSpawnY(
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plannedSpawnY: number,
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colliderHeight: number,
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boundaryRadius: number,
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position: Pick<Match3DSpawnHeightObstacle, 'x' | 'z'>,
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obstacles: readonly Match3DSpawnHeightObstacle[],
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) {
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const normalizedPlannedY = Number.isFinite(plannedSpawnY)
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? plannedSpawnY
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: MATCH3D_ITEM_BASE_HEIGHT;
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const selfHalfHeight = Math.max(0, colliderHeight / 2);
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const selfBoundaryRadius = Math.max(0, boundaryRadius);
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return obstacles.reduce((spawnY, obstacle) => {
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const horizontalDistance = Math.hypot(
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position.x - obstacle.x,
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position.z - obstacle.z,
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);
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const overlapDistance =
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selfBoundaryRadius +
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Math.max(0, obstacle.boundaryRadius) +
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MATCH3D_ITEM_SPAWN_STACK_RADIUS_PADDING;
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if (horizontalDistance > overlapDistance) {
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return spawnY;
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}
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// 中文注释:新物体生成时先避开同位置已有堆叠顶部,避免最后一波直接塞进未稳定的上层模型。
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const obstacleTopY =
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obstacle.y + Math.max(0, obstacle.colliderHeight) / 2;
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return Math.max(
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spawnY,
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obstacleTopY + selfHalfHeight + MATCH3D_ITEM_SPAWN_STACK_CLEARANCE,
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);
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}, normalizedPlannedY);
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}
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export function resolveMatch3DSpawnDelay(
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activeLayerRank: number,
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layerCapacity = MATCH3D_ITEM_VERTICAL_LAYER_CAPACITY_BASE,
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timingPlan?: Pick<
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Match3DSpawnTimingPlan,
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'burstSize' | 'layerDelayMs' | 'staggerMs'
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>,
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) {
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const normalizedLayerCapacity = Math.max(1, layerCapacity);
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const normalizedLayerRank = Math.max(0, activeLayerRank);
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const layerDelayMs =
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timingPlan?.layerDelayMs ?? MATCH3D_ITEM_SPAWN_LAYER_DELAY_MS;
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const staggerMs = timingPlan?.staggerMs ?? MATCH3D_ITEM_SPAWN_STAGGER_MS;
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const burstSize = Math.max(
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1,
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timingPlan?.burstSize ?? normalizedLayerCapacity,
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);
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const layerIndex = Math.floor(
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normalizedLayerRank / normalizedLayerCapacity,
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);
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const burstIndex = Math.floor(normalizedLayerRank / burstSize);
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return (
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Math.max(layerIndex, burstIndex) * layerDelayMs +
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(normalizedLayerRank % burstSize) * staggerMs
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);
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}
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export function resolveMatch3DSpawnTimingPlan(
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totalItemCount: number,
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): Match3DSpawnTimingPlan {
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const normalizedTotalItemCount = Math.max(
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1,
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Math.round(Number.isFinite(totalItemCount) ? totalItemCount : 1),
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);
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const crowdPressureRatio = Math.min(
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1,
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Math.max(0, normalizedTotalItemCount - 50) / 250,
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);
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const highCrowdRatio = Math.pow(crowdPressureRatio, 0.82);
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const midCrowdRatio = Math.min(
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1,
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Math.max(0, normalizedTotalItemCount - 30) / 20,
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);
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return {
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frameSpawnLimit:
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normalizedTotalItemCount < 30
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? 4
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: normalizedTotalItemCount <= 120
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? 2
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: 1,
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initialDelayMs: Math.round(
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normalizedTotalItemCount < 30
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? 220
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: normalizedTotalItemCount <= 50
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? 240 + midCrowdRatio * 40
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: 260 + highCrowdRatio * 140,
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),
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layerDelayMs: Math.round(
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normalizedTotalItemCount < 30
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? MATCH3D_ITEM_SPAWN_LAYER_DELAY_MS
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: normalizedTotalItemCount <= 50
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? 96 + midCrowdRatio * 24
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: 110 + highCrowdRatio * 50,
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),
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burstSize:
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normalizedTotalItemCount < 30
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? 8
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: normalizedTotalItemCount <= 50
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? 5
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: normalizedTotalItemCount <= 120
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? 7
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: 6,
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staggerMs: Math.round(
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normalizedTotalItemCount < 30
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? MATCH3D_ITEM_SPAWN_STAGGER_MS
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: normalizedTotalItemCount <= 50
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? 9 + midCrowdRatio * 3
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: 12 + highCrowdRatio * 6,
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),
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};
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}
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function buildMatch3DStackHeightTargets(
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run: Match3DRunSnapshot,
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): Match3DStackHeightPlan {
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const activeItems = run.items
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.filter((item) => isItemState(item.state, 'in_board'))
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.sort((left, right) => {
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if (left.layer !== right.layer) {
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return left.layer - right.layer;
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}
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return left.itemInstanceId.localeCompare(right.itemInstanceId);
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});
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const targets = new Map<string, StackHeightTarget>();
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const depthPlan = resolveMatch3DBoardDepthPlan(
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run.totalItemCount,
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activeItems.length,
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);
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activeItems.forEach((item, activeLayerRank) => {
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targets.set(
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item.itemInstanceId,
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{
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activeLayerRank,
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targetY: resolveMatch3DStackTargetY(
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run.totalItemCount,
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activeItems.length,
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activeLayerRank,
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),
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},
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);
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});
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return {
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layerCapacity: depthPlan.layerCapacity,
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targets,
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};
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}
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export function resolveMatch3DPhysicsStabilityPlan(
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totalItemCount: number,
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): PhysicsStabilityPlan {
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const normalizedTotalItemCount = Math.max(
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1,
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Math.round(Number.isFinite(totalItemCount) ? totalItemCount : 1),
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);
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const pressureRatio = Math.min(
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1,
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Math.max(0, normalizedTotalItemCount - 90) / 210,
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);
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return {
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angularDamping: 0.48 + pressureRatio * 0.18,
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contactFriction: 0.55 + pressureRatio * 0.22,
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contactRestitution: 0.28 - pressureRatio * 0.14,
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linearDamping: 0.38 + pressureRatio * 0.2,
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maxHorizontalSpeed:
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MATCH3D_ITEM_EXTREME_HORIZONTAL_SPEED_LIMIT - pressureRatio * 0.9,
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maxVerticalSpeed:
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MATCH3D_ITEM_EXTREME_VERTICAL_SPEED_LIMIT + pressureRatio * 2.4,
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solverIterations: Math.round(10 + pressureRatio * 8),
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solverTolerance: 0.001 - pressureRatio * 0.0006,
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};
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}
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function applyDynamicStackLift(entry: PhysicsEntry) {
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const liftDistance = entry.targetY - entry.body.position.y;
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if (liftDistance <= 0.04) {
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return;
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}
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const liftSpeed = Math.min(
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MATCH3D_ITEM_LIFT_MAX_SPEED,
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Math.max(0.7, liftDistance * 1.8),
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);
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// 中文注释:纵深只作为隐藏的表现层支撑;消除后给低层物体向上的托举,避免它们长期陷在锅底。
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entry.body.force.y +=
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entry.body.mass * liftDistance * MATCH3D_ITEM_LIFT_FORCE_SCALE;
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entry.body.velocity.y = Math.max(entry.body.velocity.y, liftSpeed);
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entry.body.wakeUp();
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}
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function applyStabilityPlanToBody(
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entry: PhysicsEntry,
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stabilityPlan: PhysicsStabilityPlan,
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) {
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const horizontalSpeed = Math.hypot(
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entry.body.velocity.x,
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entry.body.velocity.z,
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);
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if (horizontalSpeed > stabilityPlan.maxHorizontalSpeed) {
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const ratio = stabilityPlan.maxHorizontalSpeed / horizontalSpeed;
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entry.body.velocity.x *= ratio;
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entry.body.velocity.z *= ratio;
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}
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entry.body.velocity.y = Math.max(
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-stabilityPlan.maxVerticalSpeed,
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Math.min(stabilityPlan.maxVerticalSpeed, entry.body.velocity.y),
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);
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}
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function syncRuntimeStabilityPlan(
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runtime: PhysicsRuntime,
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totalItemCount: number,
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) {
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const stabilityPlan = resolveMatch3DPhysicsStabilityPlan(totalItemCount);
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runtime.stabilityPlan = stabilityPlan;
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runtime.world.defaultContactMaterial.friction =
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stabilityPlan.contactFriction;
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runtime.world.defaultContactMaterial.restitution =
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stabilityPlan.contactRestitution;
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const solver = runtime.world.solver as import('cannon-es').GSSolver;
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solver.iterations = stabilityPlan.solverIterations;
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solver.tolerance = stabilityPlan.solverTolerance;
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runtime.entries.forEach((entry) => {
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entry.body.angularDamping = stabilityPlan.angularDamping;
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entry.body.linearDamping = stabilityPlan.linearDamping;
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entry.body.sleepSpeedLimit = Math.max(
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0.08,
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0.16 - Math.min(1, totalItemCount / 300) * 0.05,
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);
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entry.body.sleepTimeLimit = 0.18;
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});
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}
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function constrainBodyInsidePot(entry: PhysicsEntry) {
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const visualRadius = toWorldPosition(entry.item).radius;
|
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// 中文注释:锅壁和锅沿是视觉边界,物体活动圈要更内缩,避免 3D 透视下贴边后被圆形 DOM 裁切。
|
||||
// 中文注释:空气墙按真实碰撞外接半径收束,长条积木不能再只按近似圆半径贴近锅边。
|
||||
const maxDistance = Math.max(
|
||||
0,
|
||||
MATCH3D_ITEM_ACTIVITY_RADIUS - visualRadius * 1.05,
|
||||
MATCH3D_ITEM_ACTIVITY_RADIUS - entry.boundaryRadius,
|
||||
);
|
||||
const horizontalDistance = Math.hypot(
|
||||
entry.body.position.x,
|
||||
@@ -128,6 +548,16 @@ function constrainBodyInsidePot(entry: PhysicsEntry) {
|
||||
}
|
||||
}
|
||||
|
||||
function resolveSpawnAnimationProgress(entry: PhysicsEntry, now: number) {
|
||||
return Math.min(
|
||||
1,
|
||||
Math.max(
|
||||
0,
|
||||
(now - entry.spawnStartedAt) / MATCH3D_ITEM_SPAWN_ANIMATION_MS,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
function applyCenterGravity(entry: PhysicsEntry) {
|
||||
if (MATCH3D_CENTER_GRAVITY_COEFFICIENT <= 0) {
|
||||
return;
|
||||
@@ -536,6 +966,105 @@ function removePhysicsEntry(
|
||||
runtime.entries.delete(itemInstanceId);
|
||||
}
|
||||
|
||||
function createPhysicsEntryFromPendingSpawn(
|
||||
runtime: PhysicsRuntime,
|
||||
pendingSpawn: PendingPhysicsSpawn,
|
||||
now: number,
|
||||
) {
|
||||
const visual = createItemMesh(runtime.three, pendingSpawn.item);
|
||||
const asset = resolveGeometryAsset(pendingSpawn.item.visualKey);
|
||||
const colliderBounds = resolveMatch3DColliderBounds(asset, visual.radius);
|
||||
const boundaryRadius = resolveMatch3DBoundaryRadius(asset, visual.radius);
|
||||
const position = visual.position;
|
||||
const maxDistance = Math.max(0, MATCH3D_ITEM_ACTIVITY_RADIUS - boundaryRadius);
|
||||
const horizontalDistance = Math.hypot(position.x, position.z);
|
||||
if (horizontalDistance > maxDistance && horizontalDistance > 0) {
|
||||
const ratio = maxDistance / horizontalDistance;
|
||||
position.x *= ratio;
|
||||
position.z *= ratio;
|
||||
}
|
||||
const spawnLayerIndex = Math.floor(
|
||||
Math.max(0, pendingSpawn.activeLayerRank) /
|
||||
pendingSpawn.layerCapacity,
|
||||
);
|
||||
const plannedSpawnY =
|
||||
pendingSpawn.targetY +
|
||||
MATCH3D_ITEM_SPAWN_RISE_OFFSET +
|
||||
Math.min(spawnLayerIndex * 0.05, 0.62);
|
||||
const spawnY = resolveMatch3DSpawnY(
|
||||
plannedSpawnY,
|
||||
colliderBounds.height,
|
||||
boundaryRadius,
|
||||
position,
|
||||
[...runtime.entries.values()].map((entry) => ({
|
||||
boundaryRadius: entry.boundaryRadius,
|
||||
colliderHeight: entry.colliderHeight,
|
||||
x: entry.body.position.x,
|
||||
y: entry.body.position.y,
|
||||
z: entry.body.position.z,
|
||||
})),
|
||||
);
|
||||
const body = new runtime.cannon.Body({
|
||||
angularDamping: runtime.stabilityPlan.angularDamping,
|
||||
allowSleep: true,
|
||||
linearDamping: runtime.stabilityPlan.linearDamping,
|
||||
mass: 1 + visual.radius * 0.7,
|
||||
shape: createMatch3DCannonShape(runtime.cannon, asset, visual.radius),
|
||||
sleepSpeedLimit: 0.12,
|
||||
sleepTimeLimit: 0.18,
|
||||
position: new runtime.cannon.Vec3(
|
||||
position.x,
|
||||
spawnY,
|
||||
position.z,
|
||||
),
|
||||
});
|
||||
body.velocity.set(
|
||||
((pendingSpawn.item.layer % 5) - 2) * 0.06,
|
||||
-0.35,
|
||||
(((pendingSpawn.item.layer + 2) % 5) - 2) * 0.06,
|
||||
);
|
||||
body.angularVelocity.set(
|
||||
0.1 + (pendingSpawn.item.layer % 3) * 0.025,
|
||||
0.08,
|
||||
0.08 + (pendingSpawn.item.layer % 4) * 0.02,
|
||||
);
|
||||
visual.mesh.scale.setScalar(0.82);
|
||||
|
||||
runtime.world.addBody(body);
|
||||
runtime.scene.add(visual.mesh);
|
||||
runtime.entries.set(pendingSpawn.item.itemInstanceId, {
|
||||
body,
|
||||
boundaryRadius,
|
||||
colliderHeight: colliderBounds.height,
|
||||
item: pendingSpawn.item,
|
||||
lockReadableTop: visual.lockReadableTop,
|
||||
mesh: visual.mesh,
|
||||
renderSignature: pendingSpawn.renderSignature,
|
||||
spawnStartedAt: now,
|
||||
targetY: pendingSpawn.targetY,
|
||||
topRotationY: visual.topRotationY,
|
||||
});
|
||||
}
|
||||
|
||||
function flushPendingPhysicsSpawns(runtime: PhysicsRuntime, now: number) {
|
||||
const readySpawns = [...runtime.pendingSpawns.entries()]
|
||||
.filter(([, pendingSpawn]) => now >= pendingSpawn.spawnAtMs)
|
||||
.sort((left, right) => {
|
||||
if (left[1].spawnAtMs !== right[1].spawnAtMs) {
|
||||
return left[1].spawnAtMs - right[1].spawnAtMs;
|
||||
}
|
||||
if (left[1].activeLayerRank !== right[1].activeLayerRank) {
|
||||
return left[1].activeLayerRank - right[1].activeLayerRank;
|
||||
}
|
||||
return left[0].localeCompare(right[0]);
|
||||
});
|
||||
const spawnBudget = runtime.spawnTimingPlan.frameSpawnLimit;
|
||||
readySpawns.slice(0, spawnBudget).forEach(([itemInstanceId, pendingSpawn]) => {
|
||||
runtime.pendingSpawns.delete(itemInstanceId);
|
||||
createPhysicsEntryFromPendingSpawn(runtime, pendingSpawn, now);
|
||||
});
|
||||
}
|
||||
|
||||
function disposeRuntime(runtime: PhysicsRuntime | null) {
|
||||
if (!runtime) {
|
||||
return;
|
||||
@@ -1092,13 +1621,23 @@ export function Match3DPhysicsBoard({
|
||||
rim.position.y = MATCH3D_POT_WALL_HEIGHT + 0.1;
|
||||
scene.add(rim);
|
||||
|
||||
const stabilityPlan = resolveMatch3DPhysicsStabilityPlan(
|
||||
runRef.current.totalItemCount,
|
||||
);
|
||||
const spawnTimingPlan = resolveMatch3DSpawnTimingPlan(
|
||||
runRef.current.totalItemCount,
|
||||
);
|
||||
const world = new cannon.World({
|
||||
gravity: new cannon.Vec3(0, -6.2, 0),
|
||||
});
|
||||
world.allowSleep = true;
|
||||
world.broadphase = new cannon.SAPBroadphase(world);
|
||||
world.defaultContactMaterial.friction = 0.55;
|
||||
world.defaultContactMaterial.restitution = 0.28;
|
||||
world.defaultContactMaterial.friction = stabilityPlan.contactFriction;
|
||||
world.defaultContactMaterial.restitution =
|
||||
stabilityPlan.contactRestitution;
|
||||
const solver = world.solver as import('cannon-es').GSSolver;
|
||||
solver.iterations = stabilityPlan.solverIterations;
|
||||
solver.tolerance = stabilityPlan.solverTolerance;
|
||||
|
||||
const floorBody = new cannon.Body({
|
||||
mass: 0,
|
||||
@@ -1125,9 +1664,12 @@ export function Match3DPhysicsBoard({
|
||||
animationId: null,
|
||||
camera,
|
||||
entries: new Map(),
|
||||
pendingSpawns: new Map(),
|
||||
raycaster: new three.Raycaster(),
|
||||
renderer,
|
||||
scene,
|
||||
spawnTimingPlan,
|
||||
stabilityPlan,
|
||||
world,
|
||||
three,
|
||||
cannon,
|
||||
@@ -1157,17 +1699,26 @@ export function Match3DPhysicsBoard({
|
||||
}
|
||||
const delta = Math.min(0.04, Math.max(0.001, (now - lastTime) / 1000));
|
||||
lastTime = now;
|
||||
flushPendingPhysicsSpawns(activeRuntime, now);
|
||||
activeRuntime.entries.forEach((entry) => {
|
||||
applyCenterGravity(entry);
|
||||
applyDynamicStackLift(entry);
|
||||
applyStabilityPlanToBody(entry, activeRuntime.stabilityPlan);
|
||||
constrainBodyInsidePot(entry);
|
||||
});
|
||||
activeRuntime.world.step(MATCH3D_PHYSICS_STEP, delta, 3);
|
||||
activeRuntime.world.step(MATCH3D_PHYSICS_STEP, delta, 5);
|
||||
|
||||
activeRuntime.entries.forEach((entry) => {
|
||||
applyCenterGravity(entry);
|
||||
applyDynamicStackLift(entry);
|
||||
applyStabilityPlanToBody(entry, activeRuntime.stabilityPlan);
|
||||
constrainBodyInsidePot(entry);
|
||||
const spawnProgress = resolveSpawnAnimationProgress(entry, now);
|
||||
const spawnScale = 0.82 + spawnProgress * 0.18;
|
||||
entry.mesh.scale.setScalar(spawnScale);
|
||||
entry.mesh.position.set(
|
||||
entry.body.position.x,
|
||||
entry.body.position.y,
|
||||
entry.body.position.y - (1 - spawnProgress) * 0.06,
|
||||
entry.body.position.z,
|
||||
);
|
||||
entry.mesh.quaternion.set(
|
||||
@@ -1231,6 +1782,16 @@ export function Match3DPhysicsBoard({
|
||||
}
|
||||
});
|
||||
|
||||
runtime.pendingSpawns.forEach((pendingSpawn, itemInstanceId) => {
|
||||
if (!activeItemIds.has(itemInstanceId)) {
|
||||
runtime.pendingSpawns.delete(itemInstanceId);
|
||||
}
|
||||
});
|
||||
|
||||
syncRuntimeStabilityPlan(runtime, run.totalItemCount);
|
||||
runtime.spawnTimingPlan = resolveMatch3DSpawnTimingPlan(run.totalItemCount);
|
||||
const stackHeightPlan = buildMatch3DStackHeightTargets(run);
|
||||
|
||||
run.items.forEach((item) => {
|
||||
if (!isItemState(item.state, 'in_board')) {
|
||||
return;
|
||||
@@ -1247,44 +1808,46 @@ export function Match3DPhysicsBoard({
|
||||
removePhysicsEntry(runtime, item.itemInstanceId, existing);
|
||||
} else {
|
||||
existing.item = item;
|
||||
existing.targetY =
|
||||
stackHeightPlan.targets.get(item.itemInstanceId)?.targetY ??
|
||||
existing.body.position.y;
|
||||
existing.mesh.visible = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const visual = createItemMesh(runtime.three, item);
|
||||
const asset = resolveGeometryAsset(item.visualKey);
|
||||
const body = new runtime.cannon.Body({
|
||||
angularDamping: 0.48,
|
||||
linearDamping: 0.38,
|
||||
mass: 1 + visual.radius * 0.7,
|
||||
shape: createMatch3DCannonShape(runtime.cannon, asset, visual.radius),
|
||||
position: new runtime.cannon.Vec3(
|
||||
visual.position.x,
|
||||
MATCH3D_ITEM_SPAWN_HEIGHT + item.layer * MATCH3D_ITEM_STACK_HEIGHT_STEP,
|
||||
visual.position.z,
|
||||
),
|
||||
});
|
||||
body.velocity.set(
|
||||
((item.layer % 5) - 2) * 0.08,
|
||||
0,
|
||||
(((item.layer + 2) % 5) - 2) * 0.08,
|
||||
);
|
||||
body.angularVelocity.set(
|
||||
0.18 + (item.layer % 3) * 0.04,
|
||||
0.12,
|
||||
0.1 + (item.layer % 4) * 0.03,
|
||||
);
|
||||
const existingPending = runtime.pendingSpawns.get(item.itemInstanceId);
|
||||
if (existingPending) {
|
||||
if (existingPending.renderSignature !== renderSignature) {
|
||||
runtime.pendingSpawns.delete(item.itemInstanceId);
|
||||
} else {
|
||||
existingPending.item = item;
|
||||
existingPending.layerCapacity = stackHeightPlan.layerCapacity;
|
||||
existingPending.targetY =
|
||||
stackHeightPlan.targets.get(item.itemInstanceId)?.targetY ??
|
||||
existingPending.targetY;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
runtime.world.addBody(body);
|
||||
runtime.scene.add(visual.mesh);
|
||||
runtime.entries.set(item.itemInstanceId, {
|
||||
body,
|
||||
const stackTarget = stackHeightPlan.targets.get(item.itemInstanceId);
|
||||
const spawnAtMs =
|
||||
performance.now() +
|
||||
runtime.spawnTimingPlan.initialDelayMs +
|
||||
resolveMatch3DSpawnDelay(
|
||||
stackTarget?.activeLayerRank ?? item.layer - 1,
|
||||
stackHeightPlan.layerCapacity,
|
||||
runtime.spawnTimingPlan,
|
||||
);
|
||||
runtime.pendingSpawns.set(item.itemInstanceId, {
|
||||
activeLayerRank: stackTarget?.activeLayerRank ?? item.layer - 1,
|
||||
item,
|
||||
lockReadableTop: visual.lockReadableTop,
|
||||
mesh: visual.mesh,
|
||||
layerCapacity: stackHeightPlan.layerCapacity,
|
||||
renderSignature,
|
||||
topRotationY: visual.topRotationY,
|
||||
spawnAtMs,
|
||||
targetY:
|
||||
stackTarget?.targetY ??
|
||||
resolveMatch3DStackTargetY(run.totalItemCount, activeItemIds.size, 0),
|
||||
});
|
||||
});
|
||||
}, [ready, run.items, run.runId, run.snapshotVersion]);
|
||||
|
||||
@@ -25,6 +25,13 @@ import {
|
||||
createMatch3DThreeGeometry,
|
||||
measureMatch3DItemPreviewDimension,
|
||||
resolveMatch3DColliderBounds,
|
||||
resolveMatch3DBoardDepthPlan,
|
||||
resolveMatch3DBoundaryRadius,
|
||||
resolveMatch3DPhysicsStabilityPlan,
|
||||
resolveMatch3DSpawnTimingPlan,
|
||||
resolveMatch3DStackTargetY,
|
||||
resolveMatch3DSpawnDelay,
|
||||
resolveMatch3DSpawnY,
|
||||
resolveMatch3DTrayPreviewRotation,
|
||||
resolveMatch3DTrayPreviewReferenceDimension,
|
||||
resolveMatch3DTrayPreviewScale,
|
||||
@@ -447,6 +454,143 @@ test('3D 物体碰撞体按同款视觉尺寸生成', async () => {
|
||||
).toBeCloseTo(cylinderBounds.height);
|
||||
});
|
||||
|
||||
test('中心场地 3D 纵深随物体总量增加并随消除进度回补', () => {
|
||||
const smallDepthPlan = resolveMatch3DBoardDepthPlan(30, 30);
|
||||
const largeDepthPlan = resolveMatch3DBoardDepthPlan(300, 300);
|
||||
const earlyBottomY = resolveMatch3DStackTargetY(300, 300, 0);
|
||||
const lateBottomY = resolveMatch3DStackTargetY(300, 60, 0);
|
||||
|
||||
expect(largeDepthPlan.initialDepth).toBeGreaterThan(
|
||||
smallDepthPlan.initialDepth,
|
||||
);
|
||||
expect(largeDepthPlan.layerCapacity).toBeLessThan(
|
||||
smallDepthPlan.layerCapacity,
|
||||
);
|
||||
expect(largeDepthPlan.layerCount).toBeGreaterThan(
|
||||
smallDepthPlan.layerCount,
|
||||
);
|
||||
expect(largeDepthPlan.surfaceY).toBeGreaterThan(largeDepthPlan.baseY);
|
||||
expect(lateBottomY).toBeGreaterThan(earlyBottomY);
|
||||
expect(lateBottomY).toBeLessThanOrEqual(largeDepthPlan.surfaceY);
|
||||
});
|
||||
|
||||
test('高数量 3D 局面使用更稳定的物理参数', () => {
|
||||
const smallPlan = resolveMatch3DPhysicsStabilityPlan(30);
|
||||
const largePlan = resolveMatch3DPhysicsStabilityPlan(300);
|
||||
|
||||
expect(largePlan.contactFriction).toBeGreaterThan(
|
||||
smallPlan.contactFriction,
|
||||
);
|
||||
expect(largePlan.contactRestitution).toBeLessThan(
|
||||
smallPlan.contactRestitution,
|
||||
);
|
||||
expect(largePlan.linearDamping).toBeGreaterThan(smallPlan.linearDamping);
|
||||
expect(largePlan.angularDamping).toBeGreaterThan(smallPlan.angularDamping);
|
||||
expect(largePlan.solverIterations).toBeGreaterThan(
|
||||
smallPlan.solverIterations,
|
||||
);
|
||||
expect(largePlan.maxHorizontalSpeed).toBeLessThan(
|
||||
smallPlan.maxHorizontalSpeed,
|
||||
);
|
||||
});
|
||||
|
||||
test('3D 真实边界半径比视觉半径更保守,避免长条贴边穿出锅壁', () => {
|
||||
const longBrick = resolveGeometryAsset('block-black-1x8');
|
||||
const radius = 1;
|
||||
const boundaryRadius = resolveMatch3DBoundaryRadius(longBrick, radius);
|
||||
const visualRadius = Math.hypot(
|
||||
resolveMatch3DColliderBounds(longBrick, radius).width / 2,
|
||||
resolveMatch3DColliderBounds(longBrick, radius).depth / 2,
|
||||
);
|
||||
|
||||
expect(boundaryRadius).toBeCloseTo(visualRadius);
|
||||
expect(boundaryRadius).toBeGreaterThan(2.4);
|
||||
});
|
||||
|
||||
test('100 次局面的新物体会按层级延迟生成并逐层回落', () => {
|
||||
const fastTimingPlan = resolveMatch3DSpawnTimingPlan(29);
|
||||
const smallDepthPlan = resolveMatch3DBoardDepthPlan(30, 30);
|
||||
const largeDepthPlan = resolveMatch3DBoardDepthPlan(300, 300);
|
||||
const smallTimingPlan = resolveMatch3DSpawnTimingPlan(30);
|
||||
const largeTimingPlan = resolveMatch3DSpawnTimingPlan(300);
|
||||
const bottomDelay = resolveMatch3DSpawnDelay(0, largeDepthPlan.layerCapacity);
|
||||
const middleDelay = resolveMatch3DSpawnDelay(30, largeDepthPlan.layerCapacity);
|
||||
const topDelay = resolveMatch3DSpawnDelay(120, largeDepthPlan.layerCapacity);
|
||||
const dynamicCapacityDelay = resolveMatch3DSpawnDelay(
|
||||
120,
|
||||
largeDepthPlan.layerCapacity,
|
||||
);
|
||||
const defaultCapacityDelay = resolveMatch3DSpawnDelay(
|
||||
120,
|
||||
smallDepthPlan.layerCapacity,
|
||||
);
|
||||
|
||||
expect(bottomDelay).toBe(0);
|
||||
expect(middleDelay).toBeGreaterThan(bottomDelay);
|
||||
expect(topDelay).toBeGreaterThan(middleDelay);
|
||||
expect(dynamicCapacityDelay).toBeGreaterThan(defaultCapacityDelay);
|
||||
expect(smallTimingPlan.frameSpawnLimit).toBeLessThan(
|
||||
fastTimingPlan.frameSpawnLimit,
|
||||
);
|
||||
expect(smallTimingPlan.burstSize).toBeLessThan(fastTimingPlan.burstSize);
|
||||
expect(smallTimingPlan.layerDelayMs).toBeGreaterThan(
|
||||
fastTimingPlan.layerDelayMs,
|
||||
);
|
||||
expect(
|
||||
resolveMatch3DSpawnDelay(29, smallDepthPlan.layerCapacity, smallTimingPlan),
|
||||
).toBeGreaterThan(450);
|
||||
expect(largeTimingPlan.initialDelayMs).toBeGreaterThan(
|
||||
smallTimingPlan.initialDelayMs,
|
||||
);
|
||||
expect(largeTimingPlan.frameSpawnLimit).toBeLessThan(
|
||||
smallTimingPlan.frameSpawnLimit,
|
||||
);
|
||||
expect(largeTimingPlan.burstSize).toBeLessThanOrEqual(6);
|
||||
expect(largeTimingPlan.layerDelayMs).toBeGreaterThanOrEqual(
|
||||
smallTimingPlan.layerDelayMs,
|
||||
);
|
||||
expect(
|
||||
resolveMatch3DSpawnDelay(299, largeDepthPlan.layerCapacity, largeTimingPlan),
|
||||
).toBeGreaterThan(5000);
|
||||
});
|
||||
|
||||
test('3D 新物体生成高度会避让同位置已有堆叠', () => {
|
||||
const plannedSpawnY = 2;
|
||||
const raisedSpawnY = resolveMatch3DSpawnY(
|
||||
plannedSpawnY,
|
||||
0.8,
|
||||
0.7,
|
||||
{ x: 0.1, z: 0.1 },
|
||||
[
|
||||
{
|
||||
boundaryRadius: 0.7,
|
||||
colliderHeight: 0.9,
|
||||
x: 0.18,
|
||||
y: 2.4,
|
||||
z: 0.15,
|
||||
},
|
||||
],
|
||||
);
|
||||
const unchangedSpawnY = resolveMatch3DSpawnY(
|
||||
plannedSpawnY,
|
||||
0.8,
|
||||
0.7,
|
||||
{ x: 0.1, z: 0.1 },
|
||||
[
|
||||
{
|
||||
boundaryRadius: 0.7,
|
||||
colliderHeight: 0.9,
|
||||
x: 3,
|
||||
y: 4,
|
||||
z: 3,
|
||||
},
|
||||
],
|
||||
);
|
||||
|
||||
expect(raisedSpawnY).toBeGreaterThan(plannedSpawnY);
|
||||
expect(unchangedSpawnY).toBe(plannedSpawnY);
|
||||
});
|
||||
|
||||
test('积木视觉键不会被统一兜底成红色苹字', () => {
|
||||
const run = startLocalMatch3DRun(2);
|
||||
run.items = run.items.slice(0, 2).map((item, index) => ({
|
||||
|
||||
Reference in New Issue
Block a user