'use client' import React, { useEffect, useRef, useState } from 'react' import { Engine, Scene, Vector3, HemisphericLight, ArcRotateCamera, Color3, Color4, AbstractMesh, Nullable, ImportMeshAsync } from '@babylonjs/core' import '@babylonjs/loaders' import LoadingSpinner from '../ui/LoadingSpinner' interface ModelViewerProps { modelPath: string onModelLoaded?: (modelData: { meshes: AbstractMesh[] boundingBox: { min: { x: number; y: number; z: number } max: { x: number; y: number; z: number } } }) => void onError?: (error: string) => void } const ModelViewer: React.FC = ({ modelPath, onModelLoaded, onError }) => { const canvasRef = useRef(null) const engineRef = useRef>(null) const sceneRef = useRef>(null) const [isLoading, setIsLoading] = useState(false) const [loadingProgress, setLoadingProgress] = useState(0) const [showModel, setShowModel] = useState(false) const isInitializedRef = useRef(false) const isDisposedRef = useRef(false) useEffect(() => { isDisposedRef.current = false isInitializedRef.current = false return () => { isDisposedRef.current = true } }, []) useEffect(() => { if (!canvasRef.current || isInitializedRef.current) return const canvas = canvasRef.current const engine = new Engine(canvas, true) engineRef.current = engine engine.runRenderLoop(() => { if (!isDisposedRef.current && sceneRef.current) { sceneRef.current.render() } }) const scene = new Scene(engine) sceneRef.current = scene scene.clearColor = new Color4(0.1, 0.1, 0.15, 1) const camera = new ArcRotateCamera('camera', 0, Math.PI / 3, 20, Vector3.Zero(), scene) camera.attachControl(canvas, true) camera.lowerRadiusLimit = 2 camera.upperRadiusLimit = 200 camera.wheelDeltaPercentage = 0.01 camera.panningSensibility = 50 camera.angularSensibilityX = 1000 camera.angularSensibilityY = 1000 const ambientLight = new HemisphericLight('ambientLight', new Vector3(0, 1, 0), scene) ambientLight.intensity = 0.4 ambientLight.diffuse = new Color3(0.7, 0.7, 0.8) ambientLight.specular = new Color3(0.2, 0.2, 0.3) ambientLight.groundColor = new Color3(0.3, 0.3, 0.4) const keyLight = new HemisphericLight('keyLight', new Vector3(1, 1, 0), scene) keyLight.intensity = 0.6 keyLight.diffuse = new Color3(1, 1, 0.9) keyLight.specular = new Color3(1, 1, 0.9) const fillLight = new HemisphericLight('fillLight', new Vector3(-1, 0.5, -1), scene) fillLight.intensity = 0.3 fillLight.diffuse = new Color3(0.8, 0.8, 1) const handleResize = () => { if (!isDisposedRef.current) { engine.resize() } } window.addEventListener('resize', handleResize) isInitializedRef.current = true return () => { isDisposedRef.current = true isInitializedRef.current = false window.removeEventListener('resize', handleResize) if (engineRef.current) { engineRef.current.dispose() engineRef.current = null } sceneRef.current = null } }, []) useEffect(() => { if (!isInitializedRef.current || !modelPath || isDisposedRef.current) { return } const loadModel = async () => { if (!sceneRef.current || isDisposedRef.current) { return } const oldMeshes = sceneRef.current.meshes.slice(); oldMeshes.forEach(m => m.dispose()); setIsLoading(true) setLoadingProgress(0) setShowModel(false) console.log('Loading GLTF model:', modelPath) // UI элемент загрузчика (есть эффект замедленности) const progressInterval = setInterval(() => { setLoadingProgress(prev => { if (prev >= 90) { clearInterval(progressInterval) return 90 } return prev + Math.random() * 15 }) }, 100) try { const result = await ImportMeshAsync(modelPath, sceneRef.current) clearInterval(progressInterval) setLoadingProgress(100) console.log('GLTF Model loaded successfully!') console.log('\n=== Complete Model Object ===') console.log(result) console.log('\n=== Structure Overview ===') console.log('Meshes:', result.meshes?.length || 0) console.log('Transform Nodes:', result.transformNodes?.length || 0) if (result.meshes.length > 0) { const boundingBox = result.meshes[0].getHierarchyBoundingVectors() const size = boundingBox.max.subtract(boundingBox.min) const maxDimension = Math.max(size.x, size.y, size.z) const camera = sceneRef.current!.activeCamera as ArcRotateCamera camera.radius = maxDimension * 2 camera.target = result.meshes[0].position onModelLoaded?.({ meshes: result.meshes, boundingBox: { min: boundingBox.min, max: boundingBox.max } }) // Плавное появление модели setTimeout(() => { if (!isDisposedRef.current) { setShowModel(true) setIsLoading(false) } }, 500) } else { console.warn('No meshes found in model') onError?.('No geometry found in model') setIsLoading(false) } } catch (error) { clearInterval(progressInterval) console.error('Error loading GLTF model:', error) onError?.(`Failed to load model: ${error}`) setIsLoading(false) } } // Загрузка модлеи начинается после появления спиннера requestIdleCallback(() => loadModel(), { timeout: 50 }) }, [modelPath, onError, onModelLoaded]) return (
{isLoading && (
)}
) } export default ModelViewer