take only building layers to the thumbnail

This commit is contained in:
wass08
2026-03-02 10:01:22 +09:00
parent 8e097537d0
commit 0f271985d8
9 changed files with 142 additions and 74 deletions
@@ -1,62 +1,14 @@
import { type CeilingNode, type LevelNode, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
import { type LevelNode, sceneRegistry, useScene } from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import { lerp } from 'three/src/math/MathUtils.js'
import useViewer from '../../store/use-viewer'
import { getLevelHeight } from './level-utils'
const DEFAULT_LEVEL_HEIGHT = 2.5
const EXPLODED_GAP = 5
// Cache: levelId → computed height. Invalidated by nodes reference change.
// Zustand produces a new `nodes` object on every mutation, so reference equality
// is a zero-cost way to detect stale data without any subscription overhead.
const heightCache = new Map<string, number>()
let lastNodesRef: object | null = null
function getLevelHeight(
levelId: string,
nodes: ReturnType<typeof useScene.getState>['nodes'],
): number {
if (heightCache.has(levelId)) return heightCache.get(levelId)!
const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
if (!level) return DEFAULT_LEVEL_HEIGHT
let maxTop = 0
for (const childId of level.children) {
const child = nodes[childId as keyof typeof nodes]
if (!child) continue
if (child.type === 'ceiling') {
// ceiling.height is the interior face Y in level-local space
const ch = (child as CeilingNode).height ?? DEFAULT_LEVEL_HEIGHT
if (ch > maxTop) maxTop = ch
} else if (child.type === 'wall') {
// Wall mesh is pushed up to slabElevation by WallSystem.
// mesh.position.y + wall.height gives the actual top Y in level-local space.
let meshY = sceneRegistry.nodes.get(childId as any)?.position.y ?? 0
if (meshY < 0) {
meshY = 0 // Guard against invalid negative Y which could cause incorrect height calculation (e.g. from sunken slabs)
}
const top = meshY + ((child as WallNode).height ?? DEFAULT_LEVEL_HEIGHT)
if (top > maxTop) maxTop = top
}
}
const height = maxTop > 0 ? maxTop : DEFAULT_LEVEL_HEIGHT
heightCache.set(levelId, height)
return height
}
export const LevelSystem = () => {
useFrame((_, delta) => {
const nodes = useScene.getState().nodes
// Clear cache when nodes reference changes (any node was mutated)
if (nodes !== lastNodesRef) {
heightCache.clear()
lastNodesRef = nodes
}
const levelMode = useViewer.getState().levelMode
const selectedLevel = useViewer.getState().selection.levelId
@@ -0,0 +1,97 @@
import { type CeilingNode, type LevelNode, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
export const DEFAULT_LEVEL_HEIGHT = 2.5
// Cache: levelId → computed height. Invalidated when the nodes reference changes.
// Zustand produces a new `nodes` object on every mutation, so reference equality
// is a zero-cost way to detect stale data without any subscription overhead.
const heightCache = new Map<string, number>()
let lastNodesRef: object | null = null
export function getLevelHeight(
levelId: string,
nodes: ReturnType<typeof useScene.getState>['nodes'],
): number {
if (nodes !== lastNodesRef) {
heightCache.clear()
lastNodesRef = nodes
}
if (heightCache.has(levelId)) return heightCache.get(levelId)!
const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
if (!level) return DEFAULT_LEVEL_HEIGHT
let maxTop = 0
for (const childId of level.children) {
const child = nodes[childId as keyof typeof nodes]
if (!child) continue
if (child.type === 'ceiling') {
const ch = (child as CeilingNode).height ?? DEFAULT_LEVEL_HEIGHT
if (ch > maxTop) maxTop = ch
} else if (child.type === 'wall') {
let meshY = sceneRegistry.nodes.get(childId as any)?.position.y ?? 0
if (meshY < 0) meshY = 0
const top = meshY + ((child as WallNode).height ?? DEFAULT_LEVEL_HEIGHT)
if (top > maxTop) maxTop = top
}
}
const height = maxTop > 0 ? maxTop : DEFAULT_LEVEL_HEIGHT
heightCache.set(levelId, height)
return height
}
/**
* Instantly snaps all level Objects3D to their true stacked Y positions
* (ignores levelMode — always uses stacked, no exploded gap).
*
* Returns a restore function that reverts each level's Y to what it was
* before the snap, so lerp animations in LevelSystem can continue undisturbed.
*
* Usage:
* const restore = snapLevelsToTruePositions()
* renderer.render(scene, camera)
* restore()
*/
export function snapLevelsToTruePositions(): () => void {
const nodes = useScene.getState().nodes
type LevelEntry = {
obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>>
levelId: string
index: number
}
const entries: LevelEntry[] = []
sceneRegistry.byType.level.forEach((levelId) => {
const obj = sceneRegistry.nodes.get(levelId)
const level = nodes[levelId as LevelNode['id']]
if (obj && level) {
entries.push({ levelId, index: (level as any).level ?? 0, obj })
}
})
entries.sort((a, b) => a.index - b.index)
// Snapshot current Y and visibility so we can restore them after the render
const snapshot = new Map(entries.map(({ levelId, obj }) => [levelId, { y: obj.position.y, visible: obj.visible }]))
// Snap to true stacked positions and make all levels visible
let cumulativeY = 0
for (const { levelId, obj } of entries) {
obj.position.y = cumulativeY
obj.visible = true
cumulativeY += getLevelHeight(levelId, nodes)
}
return () => {
for (const { levelId, obj } of entries) {
const saved = snapshot.get(levelId)
if (saved !== undefined) {
obj.position.y = saved.y
obj.visible = saved.visible
}
}
}
}