gable-roof back

This commit is contained in:
wass08
2026-02-02 14:48:36 +09:00
parent 4f75c9b750
commit 05ce0323e2
2 changed files with 251 additions and 63 deletions
+250 -62
View File
@@ -4,6 +4,18 @@ import { sceneRegistry } from '../../hooks/scene-registry/scene-registry'
import type { AnyNodeId, RoofNode } from '../../schema' import type { AnyNodeId, RoofNode } from '../../schema'
import useScene from '../../store/use-scene' import useScene from '../../store/use-scene'
// ============================================================================
// ROOF GEOMETRY CONSTANTS
// ============================================================================
const THICKNESS_A = 0.05 // Roof cover thickness (5cm)
const THICKNESS_B = 0.1 // Structure thickness (10cm)
const ROOF_COVER_OVERHANG = 0.05 // Extension of cover past structure (5cm)
const EAVE_OVERHANG = 0.4 // Horizontal eave overhang (40cm)
const RAKE_OVERHANG = 0.3 // Overhang at gable ends (30cm)
const WALL_THICKNESS = 0.2 // Gable wall thickness (20cm)
const BASE_HEIGHT = 0.5 // Base height / knee wall / truss heel (50cm)
// ============================================================================ // ============================================================================
// ROOF SYSTEM // ROOF SYSTEM
// ============================================================================ // ============================================================================
@@ -49,81 +61,257 @@ function updateRoofGeometry(node: RoofNode, mesh: THREE.Mesh) {
} }
/** /**
* Generates gable roof geometry from length, height, leftWidth, rightWidth * Helper to solve pitch angle analytically given rise, run and thicknesses
* * Solves: run * tan(a) + (ThickA + ThickB)/cos(a) = rise
* The roof is centered at origin (position applied via mesh transform) */
* - Ridge runs along the X axis (length direction) function solvePitch(rise: number, run: number, thickA: number, thickB: number): number {
* - Left slope goes down toward -Z with horizontal distance leftWidth const T = thickA + thickB
* - Right slope goes down toward +Z with horizontal distance rightWidth if (run < 0.01) return 0
* - Total width = leftWidth + rightWidth
* - Gable ends at -X/2 and +X/2 const R = Math.sqrt(run * run + rise * rise)
if (R <= T) {
return Math.atan2(rise, run) * 0.5 // Fallback
}
const phi = Math.atan2(rise, run)
const shift = Math.asin(T / R)
return phi - shift
}
/**
* Helper to create a Three.js Shape from polygon points
*/
function createShape(points: { x: number; y: number }[]): THREE.Shape {
const shape = new THREE.Shape()
if (points.length === 0) return shape
const firstPoint = points[0]
if (!firstPoint) return shape
shape.moveTo(firstPoint.x, firstPoint.y)
for (let i = 1; i < points.length; i++) {
const point = points[i]
if (point) {
shape.lineTo(point.x, point.y)
}
}
shape.closePath()
return shape
}
/**
* Generate profile for one side of the roof (left or right)
*/
function getSideProfile(
dir: 1 | -1,
width: number,
roofHeight: number,
): {
pointsA: { x: number; y: number }[]
pointsB: { x: number; y: number }[]
pointsSide: { x: number; y: number }[]
pointsC1: { x: number; y: number }[]
pointsC2: { x: number; y: number }[]
} {
const halfWall = WALL_THICKNESS / 2
const rise = Math.max(0, roofHeight - BASE_HEIGHT)
const run = width - halfWall
const angle = solvePitch(rise, run, THICKNESS_A, THICKNESS_B)
const tanA = Math.tan(angle)
const cosA = Math.cos(angle)
const sinA = Math.sin(angle)
const ridgeUnderY = BASE_HEIGHT + run * tanA
const ridgeInterfaceY = ridgeUnderY + THICKNESS_B / cosA
const ridgeTopY = ridgeInterfaceY + THICKNESS_A / cosA
const wallOuterTopY = BASE_HEIGHT - WALL_THICKNESS * tanA
const overhangDx = EAVE_OVERHANG * cosA
const eaveTopZ = width + halfWall + overhangDx
const eaveTopY = ridgeTopY - eaveTopZ * tanA
const coverExtDx = ROOF_COVER_OVERHANG * cosA
const coverExtDy = ROOF_COVER_OVERHANG * sinA
const eaveTopExtZ = eaveTopZ + coverExtDx
const eaveTopExtY = eaveTopY - coverExtDy
const eaveInterfaceExtZ = eaveTopExtZ - THICKNESS_A * sinA
const eaveInterfaceExtY = eaveTopExtY - THICKNESS_A * cosA
const eaveInterfaceZ = eaveTopZ
const eaveBottomZ = eaveTopZ
const eaveBottomY = ridgeUnderY - eaveTopZ * tanA
// Layer A (Cover)
const pointsA = [
{ x: 0, y: ridgeTopY },
{ x: dir * eaveTopExtZ, y: eaveTopExtY },
{ x: dir * eaveInterfaceExtZ, y: eaveInterfaceExtY },
{ x: 0, y: ridgeInterfaceY },
]
// Layer B (Structure)
const pointsB = [
{ x: 0, y: ridgeInterfaceY },
{ x: dir * eaveInterfaceZ, y: ridgeInterfaceY - eaveTopZ * tanA },
{ x: dir * eaveBottomZ, y: eaveBottomY },
{ x: 0, y: ridgeUnderY },
]
// Side Wall
const zInner = width - halfWall
const zOuter = width + halfWall
const pointsSide = [
{ x: dir * zInner, y: 0 },
{ x: dir * zOuter, y: 0 },
{ x: dir * zOuter, y: Math.max(0, wallOuterTopY) },
{ x: dir * zInner, y: BASE_HEIGHT },
]
// Gable Top (C1)
const pointsC1 = [
{ x: 0, y: BASE_HEIGHT },
{ x: dir * zInner, y: BASE_HEIGHT },
{ x: dir * zInner, y: BASE_HEIGHT },
{ x: 0, y: ridgeUnderY },
]
// Gable Base (C2)
const pointsC2 = [
{ x: 0, y: 0 },
{ x: dir * zInner, y: 0 },
{ x: dir * zInner, y: BASE_HEIGHT },
{ x: 0, y: BASE_HEIGHT },
]
return { pointsA, pointsB, pointsSide, pointsC1, pointsC2 }
}
/**
* Generates detailed gable roof geometry with layers, walls, and overhangs
*/ */
export function generateRoofGeometry(roofNode: RoofNode): THREE.BufferGeometry { export function generateRoofGeometry(roofNode: RoofNode): THREE.BufferGeometry {
const { length, height, leftWidth, rightWidth } = roofNode const { length, height, leftWidth, rightWidth } = roofNode
// Half length for centering const ridgeLength = length
const halfLength = length / 2
// Ridge is at Y = height, centered at Z = 0 // Get profiles for both sides
// Left eave is at Z = -leftWidth, Y = 0 const leftP = getSideProfile(1, leftWidth, height)
// Right eave is at Z = +rightWidth, Y = 0 const rightP = getSideProfile(-1, rightWidth, height)
// Create shapes from profiles
const shapes = {
ALeft: createShape(leftP.pointsA),
ARight: createShape(rightP.pointsA),
BLeft: createShape(leftP.pointsB),
BRight: createShape(rightP.pointsB),
SideLeft: createShape(leftP.pointsSide),
SideRight: createShape(rightP.pointsSide),
C1Left: createShape(leftP.pointsC1),
C1Right: createShape(rightP.pointsC1),
C2Left: createShape(leftP.pointsC2),
C2Right: createShape(rightP.pointsC2),
}
// Calculate extrusion lengths and offsets
const lengths = {
A: ridgeLength + 2 * RAKE_OVERHANG + 2 * ROOF_COVER_OVERHANG + WALL_THICKNESS,
B: ridgeLength + 2 * RAKE_OVERHANG + WALL_THICKNESS,
Side: ridgeLength + WALL_THICKNESS,
Gable: WALL_THICKNESS,
}
const offsets = {
A: -RAKE_OVERHANG - ROOF_COVER_OVERHANG - WALL_THICKNESS / 2,
B: -RAKE_OVERHANG - WALL_THICKNESS / 2,
Side: -WALL_THICKNESS / 2,
GableFront: -WALL_THICKNESS / 2,
GableBack: ridgeLength - WALL_THICKNESS / 2,
}
// Helper to create and position extruded geometry
const createPart = (shape: THREE.Shape, depth: number, xOffset: number) => {
const geo = new THREE.ExtrudeGeometry(shape, { depth, bevelEnabled: false })
// Rotate to align: extrusion goes along X axis
geo.rotateY(Math.PI / 2)
geo.translate(xOffset, 0, 0)
return geo
}
// Create all parts
const geometries: THREE.BufferGeometry[] = []
// Layer A (Cover) - both sides
geometries.push(createPart(shapes.ALeft, lengths.A, offsets.A))
geometries.push(createPart(shapes.ARight, lengths.A, offsets.A))
// Layer B (Structure) - both sides
geometries.push(createPart(shapes.BLeft, lengths.B, offsets.B))
geometries.push(createPart(shapes.BRight, lengths.B, offsets.B))
// Side Walls - both sides
geometries.push(createPart(shapes.SideLeft, lengths.Side, offsets.Side))
geometries.push(createPart(shapes.SideRight, lengths.Side, offsets.Side))
// Gable Walls (Front)
geometries.push(createPart(shapes.C1Left, lengths.Gable, offsets.GableFront))
geometries.push(createPart(shapes.C1Right, lengths.Gable, offsets.GableFront))
geometries.push(createPart(shapes.C2Left, lengths.Gable, offsets.GableFront))
geometries.push(createPart(shapes.C2Right, lengths.Gable, offsets.GableFront))
// Gable Walls (Back)
geometries.push(createPart(shapes.C1Left, lengths.Gable, offsets.GableBack))
geometries.push(createPart(shapes.C1Right, lengths.Gable, offsets.GableBack))
geometries.push(createPart(shapes.C2Left, lengths.Gable, offsets.GableBack))
geometries.push(createPart(shapes.C2Right, lengths.Gable, offsets.GableBack))
// Merge all geometries
const mergedGeometry = new THREE.BufferGeometry()
const positions: number[] = [] const positions: number[] = []
const normals: number[] = [] const normals: number[] = []
const indices: number[] = [] const uvs: number[] = []
const addVertex = (x: number, y: number, z: number, nx: number, ny: number, nz: number) => { for (const geo of geometries) {
const idx = positions.length / 3 const posAttr = geo.getAttribute('position')
positions.push(x, y, z) const normAttr = geo.getAttribute('normal')
normals.push(nx, ny, nz) const uvAttr = geo.getAttribute('uv')
return idx
if (posAttr) {
for (let i = 0; i < posAttr.count; i++) {
positions.push(posAttr.getX(i), posAttr.getY(i), posAttr.getZ(i))
}
}
if (normAttr) {
for (let i = 0; i < normAttr.count; i++) {
normals.push(normAttr.getX(i), normAttr.getY(i), normAttr.getZ(i))
}
}
if (uvAttr) {
for (let i = 0; i < uvAttr.count; i++) {
uvs.push(uvAttr.getX(i), uvAttr.getY(i))
}
} }
// Calculate slope normals geo.dispose()
// Left slope: from (0, height, 0) to (0, 0, -leftWidth) }
const leftSlopeLen = Math.sqrt(height * height + leftWidth * leftWidth)
const leftNormalY = leftWidth / leftSlopeLen
const leftNormalZ = height / leftSlopeLen
// Right slope: from (0, height, 0) to (0, 0, +rightWidth) mergedGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
const rightSlopeLen = Math.sqrt(height * height + rightWidth * rightWidth) mergedGeometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3))
const rightNormalY = rightWidth / rightSlopeLen if (uvs.length > 0) {
const rightNormalZ = height / rightSlopeLen mergedGeometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
}
// Left slope (negative Z side) - CCW winding for outward-facing mergedGeometry.computeVertexNormals()
const leftNormal = [0, leftNormalY, -leftNormalZ] as const
const v0 = addVertex(-halfLength, 0, -leftWidth, ...leftNormal) // back-left eave
const v1 = addVertex(halfLength, 0, -leftWidth, ...leftNormal) // front-left eave
const v2 = addVertex(halfLength, height, 0, ...leftNormal) // front ridge
const v3 = addVertex(-halfLength, height, 0, ...leftNormal) // back ridge
indices.push(v0, v2, v1, v0, v3, v2)
// Right slope (positive Z side) - CCW winding for outward-facing // Center the geometry at X=0 (translate by -ridgeLength/2)
const rightNormal = [0, rightNormalY, rightNormalZ] as const // This matches the old geometry centering behavior
const v4 = addVertex(halfLength, 0, rightWidth, ...rightNormal) // front-right eave mergedGeometry.translate(-ridgeLength / 2, 0, 0)
const v5 = addVertex(-halfLength, 0, rightWidth, ...rightNormal) // back-right eave
const v6 = addVertex(-halfLength, height, 0, ...rightNormal) // back ridge
const v7 = addVertex(halfLength, height, 0, ...rightNormal) // front ridge
indices.push(v4, v6, v5, v4, v7, v6)
// Front gable end (positive X) - CCW winding for outward-facing return mergedGeometry
const frontNormal = [1, 0, 0] as const
const v8 = addVertex(halfLength, 0, -leftWidth, ...frontNormal)
const v9 = addVertex(halfLength, 0, rightWidth, ...frontNormal)
const v10 = addVertex(halfLength, height, 0, ...frontNormal)
indices.push(v8, v10, v9)
// Back gable end (negative X) - CCW winding for outward-facing
const backNormal = [-1, 0, 0] as const
const v11 = addVertex(-halfLength, 0, rightWidth, ...backNormal)
const v12 = addVertex(-halfLength, 0, -leftWidth, ...backNormal)
const v13 = addVertex(-halfLength, height, 0, ...backNormal)
indices.push(v11, v13, v12)
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3))
geometry.setIndex(indices)
return geometry
} }
@@ -15,7 +15,7 @@ export const WallRenderer = ({ node }: { node: WallNode }) => {
<mesh ref={ref} castShadow receiveShadow visible={node.visible}> <mesh ref={ref} castShadow receiveShadow visible={node.visible}>
{/* WallSystem will replace this geometry in the next frame */} {/* WallSystem will replace this geometry in the next frame */}
<boxGeometry args={[0, 0, 0]} /> <boxGeometry args={[0, 0, 0]} />
<meshStandardMaterial color="lightgray" /> <meshStandardMaterial color="white" />
<mesh name="collision-mesh" {...handlers} visible={false}> <mesh name="collision-mesh" {...handlers} visible={false}>
<boxGeometry args={[0, 0, 0]} /> <boxGeometry args={[0, 0, 0]} />
</mesh> </mesh>