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gupi-osint-board/src/inventory.tsx
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import { useEffect, useRef, useState } from 'react'
import * as THREE from 'three'
import { buildPhone, CLOSED_ANGLE, PhonePreview, type PhoneSession } from './phone'
// A reusable "tools" inventory: a three.js rack you cycle through, one 3D tool at a
// time, then USE to open it. Tool-driven (see TOOLS below), so it isn't tied to any
// level type — new tools (map, visual novel, …) just register a model + a component.
// Rendered as a dev overlay at /?inventory=1 for now; drop <Inventory/> into the
// real navbar later.
function buildPhoneModel() {
const { group, hinge } = buildPhone()
hinge.rotation.x = CLOSED_ANGLE // sit closed on the rack
group.scale.setScalar(1.15)
group.position.y = 0.5 // the phone's mass hangs below its pivot — lift it to centre in frame
return group
}
function buildNotebook() {
const g = new THREE.Group()
const coverMat = new THREE.MeshStandardMaterial({ color: 0x7c3a2b, roughness: 0.85, metalness: 0.05, flatShading: true })
const pageMat = new THREE.MeshStandardMaterial({ color: 0xe7dcbf, roughness: 0.95, flatShading: true })
const wireMat = new THREE.MeshStandardMaterial({ color: 0xcaa74a, roughness: 0.5, metalness: 0.5, flatShading: true })
const back = new THREE.Mesh(new THREE.BoxGeometry(0.86, 1.16, 0.05), coverMat); back.position.z = -0.08; g.add(back)
const pages = new THREE.Mesh(new THREE.BoxGeometry(0.8, 1.08, 0.12), pageMat); g.add(pages)
const front = new THREE.Mesh(new THREE.BoxGeometry(0.86, 1.16, 0.05), coverMat); front.position.z = 0.09; g.add(front)
const strap = new THREE.Mesh(new THREE.BoxGeometry(0.06, 1.2, 0.02), new THREE.MeshStandardMaterial({ color: 0x2a2320, roughness: 0.8, flatShading: true }))
strap.position.set(0.3, 0, 0.12); g.add(strap)
for (let i = 0; i < 8; i++) { // spiral binding down the spine
const ring = new THREE.Mesh(new THREE.TorusGeometry(0.035, 0.012, 6, 10), wireMat)
ring.position.set(-0.43, 0.49 - i * 0.14, 0); ring.rotation.y = Math.PI / 2; g.add(ring)
}
g.traverse(obj => { if (obj instanceof THREE.Mesh) obj.castShadow = true })
return g
}
const TOOLS: { key: string; name: string; build: () => THREE.Group }[] = [
{ key: 'notebook', name: 'Notebook', build: buildNotebook },
{ key: 'phone', name: 'Phone', build: buildPhoneModel },
]
function ToolRack({ index }: { index: number }) {
const stageRef = useRef<HTMLDivElement>(null)
const holderRef = useRef<THREE.Group | null>(null)
useEffect(() => {
const stage = stageRef.current
if (!stage) return
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true })
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
stage.appendChild(renderer.domElement)
renderer.domElement.style.cssText = 'position:absolute;inset:0;width:100%;height:100%'
const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(34, 1, 0.1, 100)
// Pulled back along the same view direction (was z 3.3) so the tools sit smaller in
// frame — full-screen models were hard to read as objects.
camera.position.set(0.63, 0.57, 8.15)
camera.lookAt(0, 0, 0)
scene.add(new THREE.AmbientLight(0x40483a, 0.9))
const key = new THREE.DirectionalLight(0xfff4e0, 1.1); key.position.set(2, 3, 3); scene.add(key)
const rim = new THREE.DirectionalLight(0x9fd020, 0.4); rim.position.set(-2, 1, -2); scene.add(rim)
const holder = new THREE.Group(); scene.add(holder); holderRef.current = holder
const resize = () => { const w = stage.clientWidth, h = stage.clientHeight; if (w && h) { camera.aspect = w / h; camera.updateProjectionMatrix(); renderer.setSize(w, h, false) } }
resize(); const ro = new ResizeObserver(resize); ro.observe(stage)
// Drag to spin: a swipe rotates the holder 1:1 with the pointer and hands its speed
// to `spin`, which the idle loop keeps applying and eases back to the resting rate —
// so interfering with a flick sends it spinning faster, then it settles.
const BASE_SPIN = 0.008
let spin = BASE_SPIN
let dragging = false
let lastX = 0
const dom = renderer.domElement
dom.style.touchAction = 'none'
dom.style.cursor = 'grab'
const onDown = (event: PointerEvent) => { dragging = true; lastX = event.clientX; dom.style.cursor = 'grabbing'; dom.setPointerCapture(event.pointerId) }
const onMove = (event: PointerEvent) => {
if (!dragging) return
const delta = (event.clientX - lastX) * 0.01
lastX = event.clientX
holder.rotation.y += delta
spin = THREE.MathUtils.clamp(delta, -0.35, 0.35) // carry the swipe's speed as momentum
}
const onUp = (event: PointerEvent) => { dragging = false; dom.style.cursor = 'grab'; try { dom.releasePointerCapture(event.pointerId) } catch { /* pointer already released */ } }
dom.addEventListener('pointerdown', onDown)
dom.addEventListener('pointermove', onMove)
dom.addEventListener('pointerup', onUp)
dom.addEventListener('pointercancel', onUp)
let raf = 0
const tick = () => {
if (!dragging) { holder.rotation.y += spin; spin += (BASE_SPIN - spin) * 0.04 } // momentum eases back to idle
renderer.render(scene, camera); raf = requestAnimationFrame(tick)
}
tick()
return () => {
cancelAnimationFrame(raf); ro.disconnect()
dom.removeEventListener('pointerdown', onDown); dom.removeEventListener('pointermove', onMove)
dom.removeEventListener('pointerup', onUp); dom.removeEventListener('pointercancel', onUp)
renderer.dispose(); renderer.domElement.remove()
scene.traverse(o => { if (o instanceof THREE.Mesh) { o.geometry.dispose(); (o.material as THREE.Material).dispose() } })
holderRef.current = null
}
}, [])
// Swap the model when the selected tool changes.
useEffect(() => {
const holder = holderRef.current
if (!holder) return
while (holder.children.length) { const child = holder.children[0]; holder.remove(child); child.traverse(o => { if (o instanceof THREE.Mesh) { o.geometry.dispose(); (o.material as THREE.Material).dispose() } }) }
holder.rotation.set(0, 0, 0)
holder.add(TOOLS[index].build())
}, [index])
return <div ref={stageRef} className="inv-stage" />
}
export function Inventory({ onClose, session, onTearToBoard }: { onClose?: () => void; session?: PhoneSession; onTearToBoard?: (text: string) => void }) {
const [index, setIndex] = useState(0)
const [active, setActive] = useState<string | null>(null)
// Keyboard rack controls: ← / → cycle tools, Space uses the selected one. Inert once a
// tool is open, so its own inputs (e.g. the notebook textarea) keep the keys.
useEffect(() => {
if (active) return
const onKey = (event: KeyboardEvent) => {
if (event.key === 'ArrowLeft') { event.preventDefault(); setIndex(i => (i - 1 + TOOLS.length) % TOOLS.length) }
else if (event.key === 'ArrowRight') { event.preventDefault(); setIndex(i => (i + 1) % TOOLS.length) }
else if (event.key === ' ') { event.preventDefault(); setActive(TOOLS[index].key) }
}
window.addEventListener('keydown', onKey)
return () => window.removeEventListener('keydown', onKey)
}, [index, active])
if (active) return <div className="inv-tool">
<button className="inv-back" onClick={() => setActive(null)}> TOOLS</button>
{onClose && <button className="inv-exit" onClick={onClose}>EXIT </button>}
{active === 'phone' ? <PhonePreview session={session} /> : <NotebookTool playthroughId={session?.playthroughId} onTear={onTearToBoard} />}
</div>
return <div className="inv-backdrop">
<ToolRack index={index} />
<button className="inv-arrow left" onClick={() => setIndex(i => (i - 1 + TOOLS.length) % TOOLS.length)} aria-label="Previous tool"></button>
<button className="inv-arrow right" onClick={() => setIndex(i => (i + 1) % TOOLS.length)} aria-label="Next tool"></button>
<div className="inv-plate">
<div className="inv-name">{TOOLS[index].name}</div>
<div className="inv-dots">{TOOLS.map((tool, i) => <span key={tool.key} className={i === index ? 'on' : ''} />)}</div>
<button className="inv-use" onClick={() => setActive(TOOLS[index].key)}>USE </button>
</div>
{onClose && <button className="inv-close" onClick={onClose}>×</button>}
<p className="inv-hint">INVENTORY · dev preview</p>
</div>
}
// Field notebook: the lines captured from NPCs during play. A page can be torn off
// onto the board as a note (when a board tear handler is available).
function NotebookTool({ playthroughId, onTear }: { playthroughId?: string; onTear?: (text: string) => void }) {
const [pages, setPages] = useState<{ id: string; text: string }[]>([])
const [draft, setDraft] = useState('')
useEffect(() => {
if (!playthroughId) return
fetch(`/api/playthroughs/${playthroughId}/notebook`).then(r => r.ok ? r.json() : []).then(setPages).catch(() => {})
}, [playthroughId])
const remove = async (id: string) => {
if (playthroughId) await fetch(`/api/playthroughs/${playthroughId}/notebook/${id}`, { method: 'DELETE' })
setPages(list => list.filter(page => page.id !== id))
}
const tear = (page: { id: string; text: string }) => { onTear?.(page.text); void remove(page.id) }
const add = async () => {
const text = draft.trim()
if (!text || !playthroughId) return
const res = await fetch(`/api/playthroughs/${playthroughId}/notebook`, { method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify({ text }) })
if (res.ok) { const page = await res.json(); setPages(list => [...list, { id: page.id, text: page.text }]); setDraft('') }
}
return <div className="notebook">
<div className="notebook-page">
<div className="notebook-head">FIELD NOTEBOOK</div>
{playthroughId && <div className="notebook-add">
<textarea value={draft} onChange={event => setDraft(event.target.value)} placeholder="Write your own note…" spellCheck={false} rows={2} />
<button disabled={!draft.trim()} onClick={add}>+ Add</button>
</div>}
{!pages.length && <p className="notebook-empty">Nothing noted yet. Write one above, or during a conversation use “✎ Note this.</p>}
{pages.map(page => <div key={page.id} className="notebook-note">
<p>{page.text}</p>
<div className="notebook-note-actions">
{onTear && <button onClick={() => tear(page)} title="Tear off onto the board"> Tear to board</button>}
<button className="ghost" onClick={() => void remove(page.id)} title="Discard">×</button>
</div>
</div>)}
</div>
</div>
}