zone rendering

This commit is contained in:
wass08
2026-01-22 11:51:39 +09:00
parent 36b7117173
commit 17363a9c11
@@ -1,17 +1,180 @@
import { useRegistry, type Zone } from "@pascal-app/core"; import { useRegistry, useScene, type Zone } from "@pascal-app/core";
import { useRef } from "react"; import { useMemo, useRef } from "react";
import type { Group } from "three"; import {
BufferGeometry,
Color,
DoubleSide,
Float32BufferAttribute,
type Group,
Shape,
} from "three";
import { color, float, uv } from "three/tsl";
import { MeshBasicNodeMaterial } from "three/webgpu";
const Y_OFFSET = 0.01;
const WALL_HEIGHT = 2.3;
/**
* Creates a gradient material for zone walls using TSL
* Gradient goes from zone color at bottom to transparent at top
*/
const createWallGradientMaterial = (zoneColor: string) => {
const baseColor = color(new Color(zoneColor));
// Use UV y coordinate for vertical gradient (0 at bottom, 1 at top)
const gradientT = uv().y;
// Fade opacity from 0.6 at bottom to 0 at top
const opacity = float(0.6).mul(float(1).sub(gradientT));
return new MeshBasicNodeMaterial({
transparent: true,
colorNode: baseColor,
opacityNode: opacity,
side: DoubleSide,
depthWrite: false,
});
};
/**
* Creates a floor material for zones using TSL
*/
const createFloorMaterial = (zoneColor: string) => {
const baseColor = color(new Color(zoneColor));
return new MeshBasicNodeMaterial({
transparent: true,
colorNode: baseColor,
opacityNode: float(0.15),
side: DoubleSide,
depthWrite: false,
});
};
/**
* Creates wall geometry for zone borders
* Each wall segment is a vertical quad from one polygon point to the next
*/
const createWallGeometry = (
polygon: Array<[number, number]>,
): BufferGeometry => {
const geometry = new BufferGeometry();
if (polygon.length < 2) return geometry;
const positions: number[] = [];
const uvs: number[] = [];
const indices: number[] = [];
// Create a wall segment for each edge of the polygon
for (let i = 0; i < polygon.length; i++) {
const current = polygon[i]!;
const next = polygon[(i + 1) % polygon.length]!;
const baseIndex = i * 4;
// Four vertices per wall segment (two triangles forming a quad)
// Bottom-left
positions.push(current[0]!, Y_OFFSET, current[1]!);
uvs.push(0, 0);
// Bottom-right
positions.push(next[0]!, Y_OFFSET, next[1]!);
uvs.push(1, 0);
// Top-right
positions.push(next[0]!, Y_OFFSET + WALL_HEIGHT, next[1]!);
uvs.push(1, 1);
// Top-left
positions.push(current[0]!, Y_OFFSET + WALL_HEIGHT, current[1]!);
uvs.push(0, 1);
// Two triangles for the quad
indices.push(
baseIndex,
baseIndex + 1,
baseIndex + 2,
baseIndex,
baseIndex + 2,
baseIndex + 3,
);
}
geometry.setAttribute("position", new Float32BufferAttribute(positions, 3));
geometry.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
geometry.setIndex(indices);
geometry.computeVertexNormals();
return geometry;
};
export const ZoneRenderer = ({ zoneId }: { zoneId: Zone["id"] }) => { export const ZoneRenderer = ({ zoneId }: { zoneId: Zone["id"] }) => {
const ref = useRef<Group>(null!); const ref = useRef<Group>(null!);
const zone = useScene((state) => state.zones[zoneId]);
useRegistry(zoneId, "zone", ref); useRegistry(zoneId, "zone", ref);
// Create floor shape from polygon
const floorShape = useMemo(() => {
if (!zone?.polygon || zone.polygon.length < 3) return null;
const shape = new Shape();
const firstPt = zone.polygon[0]!;
// Shape is in X-Y plane, we rotate it to X-Z plane
// Negate Y (which becomes Z) to get correct orientation
shape.moveTo(firstPt[0]!, -firstPt[1]!);
for (let i = 1; i < zone.polygon.length; i++) {
const pt = zone.polygon[i]!;
shape.lineTo(pt[0]!, -pt[1]!);
}
shape.closePath();
return shape;
}, [zone?.polygon]);
// Create wall geometry from polygon
const wallGeometry = useMemo(() => {
if (!zone?.polygon || zone.polygon.length < 2) return null;
return createWallGeometry(zone.polygon);
}, [zone?.polygon]);
// Create materials
const floorMaterial = useMemo(() => {
if (!zone?.color) return null;
return createFloorMaterial(zone.color);
}, [zone?.color]);
const wallMaterial = useMemo(() => {
if (!zone?.color) return null;
return createWallGradientMaterial(zone.color);
}, [zone?.color]);
if (
!zone ||
!floorShape ||
!wallGeometry ||
!floorMaterial ||
!wallMaterial
) {
return null;
}
return ( return (
<mesh ref={ref}> <group ref={ref}>
{/* <shapeGeometry /> */} {/* Floor fill */}
<boxGeometry args={[1, 1, 1]} /> <mesh
<meshBasicNodeMaterial color="pink" /> position={[0, Y_OFFSET, 0]}
</mesh> rotation={[-Math.PI / 2, 0, 0]}
material={floorMaterial}
>
<shapeGeometry args={[floorShape]} />
</mesh>
{/* Wall borders with gradient */}
<mesh geometry={wallGeometry} material={wallMaterial} />
</group>
); );
}; };