sync: update core and viewer from monorepo (#143)

Major changes:
- Roof system rewrite with roof-segment support
- Scene store refactor
- Spatial grid improvements
- Item light system
- Post-processing and selection manager updates
- Perf monitor component

Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Aymeric Rabot
2026-03-20 23:18:30 -04:00
committed by GitHub
co-authored by Claude Opus 4.6
parent bafc5973a3
commit 1d28e4208f
32 changed files with 1921 additions and 619 deletions
@@ -4,7 +4,6 @@ import {
type Interactive,
type ItemNode,
type LightEffect,
type SliderControl,
useInteractive,
useRegistry,
useScene,
@@ -14,12 +13,13 @@ import { Clone } from '@react-three/drei/core/Clone'
import { useGLTF } from '@react-three/drei/core/Gltf'
import { useFrame } from '@react-three/fiber'
import { Suspense, useEffect, useMemo, useRef } from 'react'
import type { AnimationAction, Group, Material, Mesh, PointLight } from 'three'
import type { AnimationAction, Group, Material, Mesh } from 'three'
import { MathUtils } from 'three'
import { positionLocal, smoothstep, time } from 'three/tsl'
import { DoubleSide, MeshStandardNodeMaterial } from 'three/webgpu'
import { useNodeEvents } from '../../../hooks/use-node-events'
import { resolveCdnUrl } from '../../../lib/asset-url'
import { useItemLightPool } from '../../../store/use-item-light-pool'
import { NodeRenderer } from '../node-renderer'
// Shared materials to avoid creating new instances for every mesh
@@ -167,7 +167,13 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
/>
)}
{lightEffects.map((effect, i) => (
<ItemLight effect={effect} interactive={interactive!} key={i} nodeId={node.id} />
<ItemLightRegistrar
effect={effect}
index={i}
interactive={interactive!}
key={i}
nodeId={node.id}
/>
))}
</>
)
@@ -245,54 +251,22 @@ const ItemAnimation = ({
return null
}
const ItemLight = ({
const ItemLightRegistrar = ({
nodeId,
effect,
interactive,
index,
}: {
nodeId: AnyNodeId
effect: LightEffect
interactive: Interactive
index: number
}) => {
const lightRef = useRef<PointLight>(null!)
// Precompute stable indices — interactive is frozen at mount
const toggleIndex = interactive.controls.findIndex((c) => c.kind === 'toggle')
const sliderIndex = interactive.controls.findIndex((c) => c.kind === 'slider')
const sliderControl =
sliderIndex >= 0 ? (interactive.controls[sliderIndex] as SliderControl) : null
useEffect(() => {
const key = `${nodeId}:${index}`
useItemLightPool.getState().register(key, nodeId, effect, interactive)
return () => useItemLightPool.getState().unregister(key)
}, [nodeId, index, effect, interactive])
useFrame((_, delta) => {
if (!lightRef.current) return
const values = useInteractive.getState().items[nodeId]?.controlValues
const isOn = toggleIndex >= 0 ? Boolean(values?.[toggleIndex]) : true
// Normalize slider to 0-1 (default full intensity if no slider)
let t = 1
if (sliderControl) {
const raw = (values?.[sliderIndex] as number) ?? sliderControl.min
t = (raw - sliderControl.min) / (sliderControl.max - sliderControl.min)
}
const target = isOn
? MathUtils.lerp(effect.intensityRange[0], effect.intensityRange[1], t)
: effect.intensityRange[0]
lightRef.current.intensity = MathUtils.lerp(
lightRef.current.intensity,
target,
Math.min(delta * 12, 1),
)
})
return (
<pointLight
castShadow={false}
color={effect.color}
distance={effect.distance ?? 0}
intensity={effect.intensityRange[0]}
position={effect.offset}
ref={lightRef}
/>
)
return null
}