destroyulator/web/props.js
Monster Robot Party 9dd6824c14 LANE4 (web): catalog Lane 2 batch, printer boss, 404 fix, drag-to-look
Consume Lane 2's props + close the review gaps in the browser toy.

props.js: all 16 depot slugs added to CATALOG (material/kind per prop; printer is the
boss). loadFractured() now (a) caches its result per id — including the null miss — so a
prop with no fractured sibling stops re-fetching + 404-ing on EVERY spawn (the record.
fractured.glb spam), and (b) returns the real chunk container (the fractured_root wrapper
Blender exports), so physics.js's direct-children chunk swap actually fires.

main.js: loadHeroProps() places the printer BOSS + office set dressing (desk, crt-monitor,
filing-cabinet, water-cooler) with their fractured templates. The boss soaks 4 hits then
bursts into its 16 GLB chunks (kept non-shatterable so a topple can't break it early).

Pointer-lock fallback (shareability fix): if the lock request is refused — iframes/embedded
hosts, where the toy used to dead-end on the title screen — we fall back to DRAG-TO-LOOK
(hold-drag rotates, a tap still smashes) so the shareable link always plays.

Assets: office-printer / crt-monitor / filing-cabinet mirrored into web/assets/ (offline
fallback); record/crate/rack.fractured.glb generated + mirrored so the record ritual smashes
into real chunks. The three store fractured GLBs were also pushed to the 3GOD shelf.

Verified in-browser via ?debug: printer aimSmash→"printer" then 16 chunks; thrown record →
8 chunks; debris drains 16→0; record.fractured.glb serves 200 (no 404); drag-look rotates
the camera when pointer lock is unavailable.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 22:28:25 +10:00

151 lines
7.6 KiB
JavaScript

// props.js — the prop house. Loads GLBs live from the 3GOD depot
// (https://digalot.fyi/3god, GLB at /a/<file>) with a local web/assets/ mirror as
// fallback so the demo never hard-fails offline. GLTFLoader + DRACOLoader are
// wired exactly like thriftgod's. Read-only against the depot — no writes, ever
// (the depot's open-mode/SSRF issue is a write-side problem; see PLAN.md).
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
export const DEPOT = 'https://digalot.fyi/3god';
const gltfLoader = new GLTFLoader();
{ const d = new DRACOLoader(); d.setDecoderPath('https://unpkg.com/three@0.175.0/examples/jsm/libs/draco/'); gltfLoader.setDRACOLoader(d); }
// The catalog. `depot` = filename on 3GOD; `local` = mirror in web/assets/.
// material tags feed juice.js voices; kind drives interaction in main.js.
export const CATALOG = {
record: { local: 'record.glb', material: 'vinyl', kind: 'record', brittle: true, grabbable: true },
crate: { local: 'crate.glb', material: 'wood', kind: 'crate' },
rack: { local: 'rack.glb', material: 'wood', kind: 'rack' },
cashbot: { depot: 'cashbot.glb', local: 'cashbot.glb', material: 'steel', kind: 'prop' },
bin: { depot: 'council-bin.glb', local: 'council-bin.glb', material: 'steel', kind: 'prop' },
// live-only flavor from the depot (no local mirror — absent gracefully if offline)
mpc: { depot: 'akai-mpc-live-iii-6fe39f.glb', material: 'steel', kind: 'prop' },
gameboy: { depot: 'gameboybox-3c6cb9.glb', material: 'cardboard', kind: 'prop' },
// --- Lane 2's Destroyulator workplace batch (16 props on the 3GOD shelf, each with a
// .fractured.glb sibling → real chunk destruction via loadFractured + physics.js). The
// printer is the boss. `local` = mirrored into web/assets/ for offline fallback.
'office-printer': { depot: 'office-printer.glb', local: 'office-printer.glb', material: 'steel', kind: 'printer' },
'office-desk': { depot: 'office-desk.glb', material: 'wood', kind: 'prop' },
'crt-monitor': { depot: 'crt-monitor.glb', local: 'crt-monitor.glb', material: 'glass', kind: 'prop', brittle: true },
'desk-phone': { depot: 'desk-phone.glb', material: 'steel', kind: 'prop' },
'filing-cabinet': { depot: 'filing-cabinet.glb', local: 'filing-cabinet.glb', material: 'steel', kind: 'prop' },
'water-cooler': { depot: 'water-cooler.glb', material: 'steel', kind: 'prop' },
'office-chair': { depot: 'office-chair.glb', material: 'steel', kind: 'prop' },
'fluorescent-light':{ depot: 'fluorescent-light.glb', material: 'glass', kind: 'prop', brittle: true },
'coffee-mug': { depot: 'coffee-mug.glb', material: 'glass', kind: 'prop', brittle: true },
'potted-plant': { depot: 'potted-plant.glb', material: 'wood', kind: 'prop' },
'wall-clock': { depot: 'wall-clock.glb', material: 'wood', kind: 'prop' },
'cardboard-box': { depot: 'cardboard-box.glb', material: 'cardboard', kind: 'prop' },
'turntable': { depot: 'turntable.glb', material: 'wood', kind: 'prop' },
'amp-speaker': { depot: 'amp-speaker.glb', material: 'wood', kind: 'prop' },
'cash-register': { depot: 'cash-register.glb', material: 'steel', kind: 'prop' },
'wall-shelf': { depot: 'wall-shelf.glb', material: 'wood', kind: 'prop' },
};
function depotURL(file) { return `${DEPOT}/a/${encodeURIComponent(file)}`; }
function localURL(file) { return `./assets/${encodeURIComponent(file)}`; }
// tidy a freshly-loaded gltf scene: drop shadow flags (cheap), keep materials.
function prep(scene) {
scene.traverse(o => {
if (o.isMesh) { o.castShadow = false; o.receiveShadow = false; o.frustumCulled = true; }
});
return scene;
}
const _cache = new Map(); // id -> Promise<{scene, source}>
// Load a prop by catalog id. Tries the live depot first, then the local mirror.
// Resolves to { scene: THREE.Object3D, source: 'depot'|'local' } or null.
export async function loadProp(id) {
const def = CATALOG[id];
if (!def) { console.warn('[props] unknown prop', id); return null; }
if (_cache.has(id)) return cloneResult(await _cache.get(id));
const promise = (async () => {
// 1) live depot
if (def.depot) {
try {
const gltf = await gltfLoader.loadAsync(depotURL(def.depot));
return { scene: prep(gltf.scene), source: 'depot' };
} catch (e) { /* fall through to local */ }
}
// 2) local mirror
if (def.local) {
try {
const gltf = await gltfLoader.loadAsync(localURL(def.local));
return { scene: prep(gltf.scene), source: 'local' };
} catch (e) { console.warn('[props] local load failed', id, e && e.message); }
}
return null;
})();
_cache.set(id, promise);
const res = await promise;
return res ? cloneResult(res) : null;
}
// Try to fetch the pre-fractured sibling (Lane 2 contract #2): <base>.fractured.glb.
// Returns an Object3D whose direct children are chunk_* meshes, or null if none.
//
// Result (template OR the null miss) is cached per id — CRUCIAL: without it a prop that
// has no fractured sibling (e.g. record before B.4) re-fetched + 404'd on EVERY spawn.
// Now it's one lookup per id for the life of the page; callers still clone the template.
const _fracCache = new Map(); // id -> Promise<Object3D|null>
export async function loadFractured(id) {
const def = CATALOG[id];
if (!def) return null;
if (_fracCache.has(id)) {
const tmpl = await _fracCache.get(id);
return tmpl ? tmpl.clone(true) : null;
}
const promise = (async () => {
const tryURLs = [];
if (def.depot) tryURLs.push(depotURL(def.depot.replace(/\.glb$/i, '') + '.fractured.glb'));
if (def.local) tryURLs.push(localURL(def.local.replace(/\.glb$/i, '') + '.fractured.glb'));
for (const url of tryURLs) {
try {
const gltf = await gltfLoader.loadAsync(url);
const container = chunkContainer(gltf.scene); // the node whose CHILDREN are chunk_*
if (container) return prep(container);
} catch (e) { /* not shipped / 404 — cached as a miss below, tried once */ }
}
return null; // cached miss: brittle props fall back to generative shards, no re-fetch
})();
_fracCache.set(id, promise);
const tmpl = await promise;
return tmpl ? tmpl.clone(true) : null;
}
// Blender exports the chunks under a `fractured_root` wrapper, so they're NOT direct
// children of the loaded scene. physics.js iterates a template's direct children, so we
// return the node that actually parents the chunk_* meshes (the scene root itself if the
// chunks sit there, otherwise the wrapper). Its own transform is identity, so each chunk's
// local position stays the centroid-in-model-space the consumer expects.
function chunkContainer(root) {
if (root.children.some(c => /^chunk/i.test(c.name))) return root;
let found = null;
root.traverse(o => {
if (!found && o.children && o.children.some(c => /^chunk/i.test(c.name))) found = o;
});
return found;
}
function cloneResult(res) {
// clone so each placement is independent (materials shared is fine here)
return { scene: res.scene.clone(true), source: res.source };
}
// Fetch the live shelf listing (for a quick "N props on the shelf" readout).
export async function fetchShelf() {
try {
const r = await fetch(`${DEPOT}/api/list`, { method: 'GET' });
const j = await r.json();
return Array.isArray(j.assets) ? j.assets : [];
} catch (e) { return []; }
}