take only building layers to the thumbnail
This commit is contained in:
@@ -3,8 +3,10 @@
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import { type CameraControlEvent, emitter, sceneRegistry, useScene } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { CameraControls, CameraControlsImpl } from '@react-three/drei'
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import { useThree } from '@react-three/fiber'
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import { useCallback, useEffect, useMemo, useRef } from 'react'
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import { Vector3 } from 'three'
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import { EDITOR_LAYER } from '@/lib/constants'
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const currentTarget = new Vector3()
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@@ -13,6 +15,11 @@ export const CustomCameraControls = () => {
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const currentLevelId = useViewer((state) => state.selection.levelId)
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const firstLoad = useRef(true)
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const camera = useThree((state) => state.camera)
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useEffect(() => {
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camera.layers.enable(EDITOR_LAYER)
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}, [camera])
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useEffect(() => {
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let targetY = 0
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if (currentLevelId) {
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@@ -2,14 +2,13 @@
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import { emitter, type GridEvent, sceneRegistry } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useFrame } from '@react-three/fiber'
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import { useEffect, useMemo, useRef, useState } from 'react'
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import { MathUtils, type Mesh, Vector2 } from 'three'
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import { color, float, fract, fwidth, mix, positionLocal, uniform } from 'three/tsl'
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import { MeshBasicNodeMaterial } from 'three/webgpu'
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import { useGridEvents } from '@/hooks/use-grid-events'
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import { EDITOR_LAYER } from '@/lib/constants'
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export const Grid = ({
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cellSize = 0.5,
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@@ -103,16 +102,15 @@ export const Grid = ({
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depthWrite: false,
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})
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}, [
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cellSize,
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cellThickness,
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effectiveCellColor,
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sectionSize,
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sectionThickness,
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effectiveSectionColor,
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fadeDistance,
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fadeStrength,
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revealRadius,
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theme,
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cellSize,
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cellThickness,
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effectiveCellColor,
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sectionSize,
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sectionThickness,
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effectiveSectionColor,
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fadeDistance,
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fadeStrength,
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revealRadius
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])
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const gridRef = useRef<Mesh>(null!)
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@@ -150,7 +148,7 @@ export const Grid = ({
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const showGrid = useViewer((state) => state.showGrid)
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return (
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<mesh rotation-x={-Math.PI / 2} material={material} ref={gridRef} visible={showGrid}>
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<mesh rotation-x={-Math.PI / 2} material={material} ref={gridRef} visible={showGrid} layers={EDITOR_LAYER}>
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<planeGeometry args={[fadeDistance * 2, fadeDistance * 2]} />
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</mesh>
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)
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@@ -1,11 +1,13 @@
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'use client'
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import { emitter, useScene } from '@pascal-app/core'
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import { snapLevelsToTruePositions } from '@pascal-app/viewer'
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import { useThree } from '@react-three/fiber'
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import { useCallback, useEffect, useRef } from 'react'
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import * as THREE from 'three'
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import { uploadProjectThumbnail } from '@/features/community/lib/projects/actions'
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import { useProjectStore } from '@/features/community/lib/projects/store'
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import { EDITOR_LAYER } from '@/lib/constants'
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const THUMBNAIL_WIDTH = 1920
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const THUMBNAIL_HEIGHT = 1080
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@@ -46,14 +48,18 @@ export const ThumbnailGenerator = ({ projectId: propProjectId }: ThumbnailGenera
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thumbnailCamera.position.set(8, 8, 8)
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thumbnailCamera.lookAt(0, 0, 0)
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}
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thumbnailCamera.layers.disable(EDITOR_LAYER) // Render only default layer to exclude helper visuals
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// Match camera aspect to current canvas so the render looks correct
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const { width, height } = gl.domElement
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thumbnailCamera.aspect = width / height
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thumbnailCamera.updateProjectionMatrix()
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// Render with thumbnail camera — main canvas is never resized
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// Snap levels to true stacked positions so the thumbnail always shows a clean view,
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// regardless of the current levelMode (exploded, solo, etc.)
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const restoreLevels = snapLevelsToTruePositions()
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gl.render(scene, thumbnailCamera)
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restoreLevels()
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// Center-crop the canvas to the thumbnail aspect ratio, then scale — avoids deformation
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const srcAspect = width / height
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@@ -2,6 +2,7 @@ import { emitter, type GridEvent, sceneRegistry } from '@pascal-app/core'
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import { createPortal } from '@react-three/fiber'
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
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import { BufferGeometry, Float32BufferAttribute, type Mesh } from 'three'
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import { EDITOR_LAYER } from '@/lib/constants'
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import { sfxEmitter } from '@/lib/sfx-bus'
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const Y_OFFSET = 0.02
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@@ -212,10 +213,10 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
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const canDelete = displayPolygon.length > minVertices
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const editorContent = (
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<group>
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<group >
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{/* Border line */}
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{/* @ts-ignore */}
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<line ref={lineRef} frustumCulled={false} renderOrder={10} raycast={() => {}}>
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<line ref={lineRef} frustumCulled={false} renderOrder={10} raycast={() => {}} layers={EDITOR_LAYER}>
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<bufferGeometry />
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<lineBasicNodeMaterial
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color={color}
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@@ -236,6 +237,7 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
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return (
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<mesh
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layers={EDITOR_LAYER}
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key={`vertex-${index}`}
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position={[x!, editY + height / 2, z!]}
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castShadow
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@@ -286,6 +288,7 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
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return (
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<mesh
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layers={EDITOR_LAYER}
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key={`midpoint-${index}`}
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position={[x!, editY + height / 2, z!]}
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onPointerEnter={(e) => {
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@@ -0,0 +1,3 @@
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/** Three.js layer used for editor-only objects (helpers, grid, polygon editors).
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* The thumbnail camera renders only layer 0, so these are excluded from thumbnails. */
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export const EDITOR_LAYER = 1
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@@ -1,11 +1,12 @@
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import { OrthographicCamera, PerspectiveCamera } from "@react-three/drei"
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import useViewer from "../../store/use-viewer"
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import { OrthographicCamera, PerspectiveCamera } from '@react-three/drei'
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import useViewer from '../../store/use-viewer'
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export const ViewerCamera = () => {
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const cameraMode = useViewer((state) => state.cameraMode)
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return cameraMode === 'perspective' ? (
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<PerspectiveCamera far={1000} fov={50} makeDefault near={0.1} position={[10, 10, 10]} />
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) : (
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<OrthographicCamera far={1000} makeDefault near={-1000} position={[10, 10, 10]} zoom={20} />
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)
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}
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<PerspectiveCamera far={1000} fov={50} makeDefault near={0.1} position={[10, 10, 10]} />
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) : (
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<OrthographicCamera far={1000} makeDefault near={-1000} position={[10, 10, 10]} zoom={20} />
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)
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}
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@@ -1,3 +1,4 @@
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export { default as Viewer } from './components/viewer'
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export { default as useViewer } from './store/use-viewer'
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export { ASSETS_CDN_URL, resolveAssetUrl, resolveCdnUrl } from './lib/asset-url'
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export { ASSETS_CDN_URL, resolveAssetUrl, resolveCdnUrl } from './lib/asset-url'
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export { snapLevelsToTruePositions } from './systems/level/level-utils'
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@@ -1,62 +1,14 @@
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import { type CeilingNode, type LevelNode, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
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import { type LevelNode, sceneRegistry, useScene } from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import { lerp } from 'three/src/math/MathUtils.js'
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import useViewer from '../../store/use-viewer'
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import { getLevelHeight } from './level-utils'
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const DEFAULT_LEVEL_HEIGHT = 2.5
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const EXPLODED_GAP = 5
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// Cache: levelId → computed height. Invalidated by nodes reference change.
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// Zustand produces a new `nodes` object on every mutation, so reference equality
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// is a zero-cost way to detect stale data without any subscription overhead.
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const heightCache = new Map<string, number>()
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let lastNodesRef: object | null = null
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function getLevelHeight(
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levelId: string,
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nodes: ReturnType<typeof useScene.getState>['nodes'],
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): number {
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if (heightCache.has(levelId)) return heightCache.get(levelId)!
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const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
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if (!level) return DEFAULT_LEVEL_HEIGHT
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let maxTop = 0
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for (const childId of level.children) {
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const child = nodes[childId as keyof typeof nodes]
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if (!child) continue
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if (child.type === 'ceiling') {
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// ceiling.height is the interior face Y in level-local space
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const ch = (child as CeilingNode).height ?? DEFAULT_LEVEL_HEIGHT
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if (ch > maxTop) maxTop = ch
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} else if (child.type === 'wall') {
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// Wall mesh is pushed up to slabElevation by WallSystem.
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// mesh.position.y + wall.height gives the actual top Y in level-local space.
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let meshY = sceneRegistry.nodes.get(childId as any)?.position.y ?? 0
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if (meshY < 0) {
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meshY = 0 // Guard against invalid negative Y which could cause incorrect height calculation (e.g. from sunken slabs)
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}
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const top = meshY + ((child as WallNode).height ?? DEFAULT_LEVEL_HEIGHT)
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if (top > maxTop) maxTop = top
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}
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}
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const height = maxTop > 0 ? maxTop : DEFAULT_LEVEL_HEIGHT
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heightCache.set(levelId, height)
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return height
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}
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export const LevelSystem = () => {
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useFrame((_, delta) => {
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const nodes = useScene.getState().nodes
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// Clear cache when nodes reference changes (any node was mutated)
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if (nodes !== lastNodesRef) {
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heightCache.clear()
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lastNodesRef = nodes
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}
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const levelMode = useViewer.getState().levelMode
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const selectedLevel = useViewer.getState().selection.levelId
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@@ -0,0 +1,97 @@
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import { type CeilingNode, type LevelNode, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
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export const DEFAULT_LEVEL_HEIGHT = 2.5
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// Cache: levelId → computed height. Invalidated when the nodes reference changes.
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// Zustand produces a new `nodes` object on every mutation, so reference equality
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// is a zero-cost way to detect stale data without any subscription overhead.
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const heightCache = new Map<string, number>()
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let lastNodesRef: object | null = null
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export function getLevelHeight(
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levelId: string,
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nodes: ReturnType<typeof useScene.getState>['nodes'],
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): number {
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if (nodes !== lastNodesRef) {
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heightCache.clear()
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lastNodesRef = nodes
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}
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if (heightCache.has(levelId)) return heightCache.get(levelId)!
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const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
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if (!level) return DEFAULT_LEVEL_HEIGHT
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let maxTop = 0
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for (const childId of level.children) {
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const child = nodes[childId as keyof typeof nodes]
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if (!child) continue
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if (child.type === 'ceiling') {
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const ch = (child as CeilingNode).height ?? DEFAULT_LEVEL_HEIGHT
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if (ch > maxTop) maxTop = ch
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} else if (child.type === 'wall') {
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let meshY = sceneRegistry.nodes.get(childId as any)?.position.y ?? 0
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if (meshY < 0) meshY = 0
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const top = meshY + ((child as WallNode).height ?? DEFAULT_LEVEL_HEIGHT)
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if (top > maxTop) maxTop = top
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}
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}
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const height = maxTop > 0 ? maxTop : DEFAULT_LEVEL_HEIGHT
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heightCache.set(levelId, height)
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return height
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}
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/**
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* Instantly snaps all level Objects3D to their true stacked Y positions
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* (ignores levelMode — always uses stacked, no exploded gap).
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*
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* Returns a restore function that reverts each level's Y to what it was
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* before the snap, so lerp animations in LevelSystem can continue undisturbed.
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*
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* Usage:
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* const restore = snapLevelsToTruePositions()
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* renderer.render(scene, camera)
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* restore()
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*/
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export function snapLevelsToTruePositions(): () => void {
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const nodes = useScene.getState().nodes
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type LevelEntry = {
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obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>>
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levelId: string
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index: number
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}
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const entries: LevelEntry[] = []
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sceneRegistry.byType.level.forEach((levelId) => {
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const obj = sceneRegistry.nodes.get(levelId)
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const level = nodes[levelId as LevelNode['id']]
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if (obj && level) {
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entries.push({ levelId, index: (level as any).level ?? 0, obj })
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}
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})
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entries.sort((a, b) => a.index - b.index)
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// Snapshot current Y and visibility so we can restore them after the render
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const snapshot = new Map(entries.map(({ levelId, obj }) => [levelId, { y: obj.position.y, visible: obj.visible }]))
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// Snap to true stacked positions and make all levels visible
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let cumulativeY = 0
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for (const { levelId, obj } of entries) {
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obj.position.y = cumulativeY
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obj.visible = true
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cumulativeY += getLevelHeight(levelId, nodes)
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}
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return () => {
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for (const { levelId, obj } of entries) {
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const saved = snapshot.get(levelId)
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if (saved !== undefined) {
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obj.position.y = saved.y
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obj.visible = saved.visible
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}
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}
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}
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}
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