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
@@ -3,8 +3,10 @@
import { type CameraControlEvent, emitter, sceneRegistry, useScene } from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { CameraControls, CameraControlsImpl } from '@react-three/drei'
import { useThree } from '@react-three/fiber'
import { useCallback, useEffect, useMemo, useRef } from 'react'
import { Vector3 } from 'three'
import { EDITOR_LAYER } from '@/lib/constants'
const currentTarget = new Vector3()
@@ -13,6 +15,11 @@ export const CustomCameraControls = () => {
const currentLevelId = useViewer((state) => state.selection.levelId)
const firstLoad = useRef(true)
const camera = useThree((state) => state.camera)
useEffect(() => {
camera.layers.enable(EDITOR_LAYER)
}, [camera])
useEffect(() => {
let targetY = 0
if (currentLevelId) {
+3 -5
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@@ -2,14 +2,13 @@
import { emitter, type GridEvent, sceneRegistry } from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { useFrame } from '@react-three/fiber'
import { useEffect, useMemo, useRef, useState } from 'react'
import { MathUtils, type Mesh, Vector2 } from 'three'
import { color, float, fract, fwidth, mix, positionLocal, uniform } from 'three/tsl'
import { MeshBasicNodeMaterial } from 'three/webgpu'
import { useGridEvents } from '@/hooks/use-grid-events'
import { EDITOR_LAYER } from '@/lib/constants'
export const Grid = ({
cellSize = 0.5,
@@ -111,8 +110,7 @@ export const Grid = ({
effectiveSectionColor,
fadeDistance,
fadeStrength,
revealRadius,
theme,
revealRadius
])
const gridRef = useRef<Mesh>(null!)
@@ -150,7 +148,7 @@ export const Grid = ({
const showGrid = useViewer((state) => state.showGrid)
return (
<mesh rotation-x={-Math.PI / 2} material={material} ref={gridRef} visible={showGrid}>
<mesh rotation-x={-Math.PI / 2} material={material} ref={gridRef} visible={showGrid} layers={EDITOR_LAYER}>
<planeGeometry args={[fadeDistance * 2, fadeDistance * 2]} />
</mesh>
)
@@ -1,11 +1,13 @@
'use client'
import { emitter, useScene } from '@pascal-app/core'
import { snapLevelsToTruePositions } from '@pascal-app/viewer'
import { useThree } from '@react-three/fiber'
import { useCallback, useEffect, useRef } from 'react'
import * as THREE from 'three'
import { uploadProjectThumbnail } from '@/features/community/lib/projects/actions'
import { useProjectStore } from '@/features/community/lib/projects/store'
import { EDITOR_LAYER } from '@/lib/constants'
const THUMBNAIL_WIDTH = 1920
const THUMBNAIL_HEIGHT = 1080
@@ -46,14 +48,18 @@ export const ThumbnailGenerator = ({ projectId: propProjectId }: ThumbnailGenera
thumbnailCamera.position.set(8, 8, 8)
thumbnailCamera.lookAt(0, 0, 0)
}
thumbnailCamera.layers.disable(EDITOR_LAYER) // Render only default layer to exclude helper visuals
// Match camera aspect to current canvas so the render looks correct
const { width, height } = gl.domElement
thumbnailCamera.aspect = width / height
thumbnailCamera.updateProjectionMatrix()
// Render with thumbnail camera — main canvas is never resized
// Snap levels to true stacked positions so the thumbnail always shows a clean view,
// regardless of the current levelMode (exploded, solo, etc.)
const restoreLevels = snapLevelsToTruePositions()
gl.render(scene, thumbnailCamera)
restoreLevels()
// Center-crop the canvas to the thumbnail aspect ratio, then scale — avoids deformation
const srcAspect = width / height
@@ -2,6 +2,7 @@ import { emitter, type GridEvent, sceneRegistry } from '@pascal-app/core'
import { createPortal } from '@react-three/fiber'
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, Float32BufferAttribute, type Mesh } from 'three'
import { EDITOR_LAYER } from '@/lib/constants'
import { sfxEmitter } from '@/lib/sfx-bus'
const Y_OFFSET = 0.02
@@ -215,7 +216,7 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
<group >
{/* Border line */}
{/* @ts-ignore */}
<line ref={lineRef} frustumCulled={false} renderOrder={10} raycast={() => {}}>
<line ref={lineRef} frustumCulled={false} renderOrder={10} raycast={() => {}} layers={EDITOR_LAYER}>
<bufferGeometry />
<lineBasicNodeMaterial
color={color}
@@ -236,6 +237,7 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
return (
<mesh
layers={EDITOR_LAYER}
key={`vertex-${index}`}
position={[x!, editY + height / 2, z!]}
castShadow
@@ -286,6 +288,7 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
return (
<mesh
layers={EDITOR_LAYER}
key={`midpoint-${index}`}
position={[x!, editY + height / 2, z!]}
onPointerEnter={(e) => {
+3
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@@ -0,0 +1,3 @@
/** Three.js layer used for editor-only objects (helpers, grid, polygon editors).
* The thumbnail camera renders only layer 0, so these are excluded from thumbnails. */
export const EDITOR_LAYER = 1
@@ -1,8 +1,9 @@
import { OrthographicCamera, PerspectiveCamera } from "@react-three/drei"
import useViewer from "../../store/use-viewer"
import { OrthographicCamera, PerspectiveCamera } from '@react-three/drei'
import useViewer from '../../store/use-viewer'
export const ViewerCamera = () => {
const cameraMode = useViewer((state) => state.cameraMode)
return cameraMode === 'perspective' ? (
<PerspectiveCamera far={1000} fov={50} makeDefault near={0.1} position={[10, 10, 10]} />
) : (
+1
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@@ -1,3 +1,4 @@
export { default as Viewer } from './components/viewer'
export { default as useViewer } from './store/use-viewer'
export { ASSETS_CDN_URL, resolveAssetUrl, resolveCdnUrl } from './lib/asset-url'
export { snapLevelsToTruePositions } from './systems/level/level-utils'
@@ -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
}
}
}
}