registry / systems / renderer

This commit is contained in:
wass08
2026-01-15 10:43:32 +09:00
parent 7a4d6e397d
commit 0c07c482a5
93 changed files with 440 additions and 75 deletions
@@ -0,0 +1,25 @@
import { useFrame } from "@react-three/fiber";
import { lerp } from "three/src/math/MathUtils.js";
import { sceneRegistry } from "../../hooks/scene-registry/scene-registry";
import { LevelNode } from "../../schema";
import useScene from "../../store/useScene";
const LEVEL_HEIGHT = 2.5;
const EXPLODED_GAP = 5;
export const LevelSystem = () => {
useFrame((_, delta) => {
const levelMode = useScene.getState().levelMode;
sceneRegistry.byType.level.forEach((levelId) => {
const obj = sceneRegistry.nodes.get(levelId);
if (obj) {
const level = useScene.getState().nodes[levelId as LevelNode["id"]];
const targetY =
((level as any).level || 0) *
(LEVEL_HEIGHT + (levelMode === "stacked" ? 0 : EXPLODED_GAP));
obj.position.y = lerp(obj.position.y, targetY, delta * 3);
}
});
});
return null;
};
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import { useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { sceneRegistry } from "../../hooks/scene-registry/scene-registry";
import { AnyNode, WallNode } from "../../schema";
import useScene from "../../store/useScene";
export const WallSystem = () => {
const { nodes, dirtyNodes, clearDirty } = useScene();
useFrame(() => {
if (dirtyNodes.size === 0) return;
dirtyNodes.forEach((id) => {
const node = nodes[id];
if (!node) return;
const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh;
// 1. If a window is dirty, we actually need to redraw its PARENT wall
// if ((node.type === 'window' || node.type === 'door') && node.parentId) {
// updateWallGeometry(node.parentId);
// return;
// }
// 2. If the wall itself is dirty
if (node.type === "wall" && mesh) {
updateWallGeometry(id);
}
clearDirty(id); // Reset for next frame
});
});
return null;
};
// Optimization: Logic moved to a vanilla function so it can be called
// by the Editor or the System without React overhead
function updateWallGeometry(wallId: string) {
const node = useScene.getState().nodes[wallId as WallNode["id"]];
if (!node) return;
if (node.type !== "wall") return;
const mesh = sceneRegistry.nodes.get(wallId) as THREE.Mesh;
if (!mesh) return;
const childrenIds = node.children || [];
const childrenNodes = childrenIds.map(
(childId) => useScene.getState().nodes[childId]
);
// Perform the Extrusion with Holes logic we discussed
const newGeo = generateExtrudedWall(node, childrenNodes);
mesh.geometry.dispose();
mesh.geometry = newGeo;
mesh.position.set(node.start[0], 0, node.start[1]);
// Rotate mesh to look at 'end' point
const angle = Math.atan2(
node.end[1] - node.start[1],
node.end[0] - node.start[0]
);
mesh.rotation.y = -angle;
}
export function generateExtrudedWall(
wallNode: WallNode,
childrenNodes: AnyNode[]
) {
// 1. Calculate Wall Dimensions
const start = new THREE.Vector2(wallNode.start[0], wallNode.start[1]);
const end = new THREE.Vector2(wallNode.end[0], wallNode.end[1]);
const length = start.distanceTo(end);
const height = wallNode.height || 2.5;
const thickness = wallNode.thickness || 0.2;
// 2. Create the Main Wall Shape (a rectangle in 2D)
// We draw this on the XY plane, where X is "along the wall" and Y is "height"
const shape = new THREE.Shape();
shape.moveTo(0, 0);
shape.lineTo(length, 0);
shape.lineTo(length, height);
shape.lineTo(0, height);
shape.closePath();
// 3. Process Openings (Holes)
// Compute wall's transform info for converting world coords to wall-local coords
const wallStart: [number, number] = [wallNode.start[0], wallNode.start[1]];
const wallAngle = Math.atan2(
wallNode.end[1] - wallNode.start[1],
wallNode.end[0] - wallNode.start[0]
);
childrenNodes.forEach((child) => {
// Only process items that are intended to be wall cutouts
if (child.type !== "item") return;
const childMesh = sceneRegistry.nodes.get(child.id);
if (!childMesh) return;
const cutoutMesh = childMesh.getObjectByName("cutout") as THREE.Mesh;
if (!cutoutMesh) return;
const holePath = createPathFromCutout(cutoutMesh, wallStart, wallAngle);
if (holePath) {
shape.holes.push(holePath);
}
});
// 4. Extrude the Shape into 3D
const geometry = new THREE.ExtrudeGeometry(shape, {
depth: thickness,
bevelEnabled: false,
});
// 5. Pivot Alignment
// Center the geometry thickness so the "start/end" line is in the middle of the wall
geometry.translate(0, 0, -thickness / 2);
return geometry;
}
/**
* Creates a Path from a cutout mesh geometry, transforming vertices
* from world space to wall-local space.
*
* Wall-local space:
* - Origin at wall start point
* - X axis runs along the wall (toward end point)
* - Y axis is height (world Y)
*/
function createPathFromCutout(
cutoutMesh: THREE.Mesh,
wallStart: [number, number],
wallAngle: number
): THREE.Path | null {
const geometry = cutoutMesh.geometry;
if (!geometry) return null;
const positions = geometry.attributes.position;
if (!positions) return null;
// Update world matrix to get correct world positions
cutoutMesh.updateWorldMatrix(true, false);
// Collect unique vertices (buffer geometry has duplicates for triangulation)
const uniquePoints: THREE.Vector2[] = [];
const seen = new Set<string>();
const v3 = new THREE.Vector3();
// Precompute sin/cos for rotation
const cosAngle = Math.cos(-wallAngle);
const sinAngle = Math.sin(-wallAngle);
for (let i = 0; i < positions.count; i++) {
v3.fromBufferAttribute(positions, i);
// Transform to world space
v3.applyMatrix4(cutoutMesh.matrixWorld);
// Transform from world space to wall-local space:
// 1. Translate so wall start is at origin (in XZ plane)
const worldX = v3.x - wallStart[0];
const worldZ = v3.z - wallStart[1];
// 2. Rotate around Y axis to align wall with local X axis
// The wall shape is drawn on XY plane, so we need:
// - localX = distance along wall
// - localY = height (world Y)
const localX = worldX * cosAngle - worldZ * sinAngle;
const localY = v3.y; // Height stays the same
// Create a key for deduplication (with small tolerance)
const key = `${localX.toFixed(4)},${localY.toFixed(4)}`;
if (!seen.has(key)) {
seen.add(key);
uniquePoints.push(new THREE.Vector2(localX, localY));
}
}
if (uniquePoints.length < 3) return null;
// Sort points in counter-clockwise order around centroid
const centroid = new THREE.Vector2(0, 0);
for (const p of uniquePoints) {
centroid.add(p);
}
centroid.divideScalar(uniquePoints.length);
uniquePoints.sort((a, b) => {
const angleA = Math.atan2(a.y - centroid.y, a.x - centroid.x);
const angleB = Math.atan2(b.y - centroid.y, b.x - centroid.x);
return angleA - angleB;
});
// Create the path
const path = new THREE.Path();
path.moveTo(uniquePoints[0]?.x || 0, uniquePoints[0]?.y || 0);
for (let i = 1; i < uniquePoints.length; i++) {
path.lineTo(uniquePoints[i]?.x || 0, uniquePoints[i]?.y || 0);
}
path.closePath();
return path;
}