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