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
+3
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@@ -7,6 +7,7 @@ import type {
ItemNode, ItemNode,
LevelNode, LevelNode,
RoofNode, RoofNode,
RoofSegmentNode,
SiteNode, SiteNode,
SlabNode, SlabNode,
WallNode, WallNode,
@@ -39,6 +40,7 @@ export type ZoneEvent = NodeEvent<ZoneNode>
export type SlabEvent = NodeEvent<SlabNode> export type SlabEvent = NodeEvent<SlabNode>
export type CeilingEvent = NodeEvent<CeilingNode> export type CeilingEvent = NodeEvent<CeilingNode>
export type RoofEvent = NodeEvent<RoofNode> export type RoofEvent = NodeEvent<RoofNode>
export type RoofSegmentEvent = NodeEvent<RoofSegmentNode>
export type WindowEvent = NodeEvent<WindowNode> export type WindowEvent = NodeEvent<WindowNode>
export type DoorEvent = NodeEvent<DoorNode> export type DoorEvent = NodeEvent<DoorNode>
@@ -100,6 +102,7 @@ type EditorEvents = GridEvents &
NodeEvents<'slab', SlabEvent> & NodeEvents<'slab', SlabEvent> &
NodeEvents<'ceiling', CeilingEvent> & NodeEvents<'ceiling', CeilingEvent> &
NodeEvents<'roof', RoofEvent> & NodeEvents<'roof', RoofEvent> &
NodeEvents<'roof-segment', RoofSegmentEvent> &
NodeEvents<'window', WindowEvent> & NodeEvents<'window', WindowEvent> &
NodeEvents<'door', DoorEvent> & NodeEvents<'door', DoorEvent> &
CameraControlEvents & CameraControlEvents &
@@ -17,11 +17,20 @@ export const sceneRegistry = {
slab: new Set<string>(), slab: new Set<string>(),
zone: new Set<string>(), zone: new Set<string>(),
roof: new Set<string>(), roof: new Set<string>(),
'roof-segment': new Set<string>(),
scan: new Set<string>(), scan: new Set<string>(),
guide: new Set<string>(), guide: new Set<string>(),
window: new Set<string>(), window: new Set<string>(),
door: new Set<string>(), door: new Set<string>(),
}, },
/** Remove all entries. Call when unloading a scene to prevent stale 3D refs. */
clear() {
this.nodes.clear()
for (const set of Object.values(this.byType)) {
set.clear()
}
},
} }
export function useRegistry( export function useRegistry(
@@ -273,15 +273,19 @@ export function wallOverlapsPolygon(
} }
export class SpatialGridManager { export class SpatialGridManager {
private floorGrids = new Map<string, SpatialGrid>() // levelId -> grid private readonly floorGrids = new Map<string, SpatialGrid>() // levelId -> grid
private wallGrids = new Map<string, WallSpatialGrid>() // levelId -> wall grid private readonly wallGrids = new Map<string, WallSpatialGrid>() // levelId -> wall grid
private walls = new Map<string, WallNode>() // wallId -> wall data (for length calculations) private readonly walls = new Map<string, WallNode>() // wallId -> wall data (for length calculations)
private slabsByLevel = new Map<string, Map<string, SlabNode>>() // levelId -> (slabId -> slab) private readonly slabsByLevel = new Map<string, Map<string, SlabNode>>() // levelId -> (slabId -> slab)
private ceilingGrids = new Map<string, SpatialGrid>() // ceilingId -> grid private readonly ceilingGrids = new Map<string, SpatialGrid>() // ceilingId -> grid
private ceilings = new Map<string, CeilingNode>() // ceilingId -> ceiling data private readonly ceilings = new Map<string, CeilingNode>() // ceilingId -> ceiling data
private itemCeilingMap = new Map<string, string>() // itemId -> ceilingId (reverse lookup) private readonly itemCeilingMap = new Map<string, string>() // itemId -> ceilingId (reverse lookup)
constructor(private cellSize = 0.5) {} private readonly cellSize: number
constructor(cellSize = 0.5) {
this.cellSize = cellSize
}
private getFloorGrid(levelId: string): SpatialGrid { private getFloorGrid(levelId: string): SpatialGrid {
if (!this.floorGrids.has(levelId)) { if (!this.floorGrids.has(levelId)) {
@@ -9,10 +9,14 @@ interface SpatialGridConfig {
} }
export class SpatialGrid { export class SpatialGrid {
private cells = new Map<CellKey, GridCell>() private readonly cells = new Map<CellKey, GridCell>()
private itemCells = new Map<string, Set<CellKey>>() // reverse lookup private readonly itemCells = new Map<string, Set<CellKey>>() // reverse lookup
constructor(private config: SpatialGridConfig) {} private readonly config: SpatialGridConfig
constructor(config: SpatialGridConfig) {
this.config = config
}
private posToCell(x: number, z: number): [number, number] { private posToCell(x: number, z: number): [number, number] {
return [Math.floor(x / this.config.cellSize), Math.floor(z / this.config.cellSize)] return [Math.floor(x / this.config.cellSize), Math.floor(z / this.config.cellSize)]
@@ -75,7 +79,7 @@ export class SpatialGrid {
if (!this.cells.has(key)) { if (!this.cells.has(key)) {
this.cells.set(key, { itemIds: new Set() }) this.cells.set(key, { itemIds: new Set() })
} }
this.cells.get(key)!.itemIds.add(itemId) this.cells.get(key)?.itemIds.add(itemId)
} }
} }
@@ -49,8 +49,8 @@ function autoAdjustYPosition(
} }
export class WallSpatialGrid { export class WallSpatialGrid {
private wallItems = new Map<string, WallItemPlacement[]>() // wallId -> placements private readonly wallItems = new Map<string, WallItemPlacement[]>() // wallId -> placements
private itemToWall = new Map<string, string>() // itemId -> wallId (reverse lookup) private readonly itemToWall = new Map<string, string>() // itemId -> wallId (reverse lookup)
/** /**
* Check if an item can be placed on a wall with auto-adjustment for vertical position * Check if an item can be placed on a wall with auto-adjustment for vertical position
@@ -152,7 +152,7 @@ export class WallSpatialGrid {
if (!this.wallItems.has(wallId)) { if (!this.wallItems.has(wallId)) {
this.wallItems.set(wallId, []) this.wallItems.set(wallId, [])
} }
this.wallItems.get(wallId)!.push(placement) this.wallItems.get(wallId)?.push(placement)
this.itemToWall.set(itemId, wallId) this.itemToWall.set(itemId, wallId)
} }
+2 -1
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@@ -11,6 +11,7 @@ export type {
LevelEvent, LevelEvent,
NodeEvent, NodeEvent,
RoofEvent, RoofEvent,
RoofSegmentEvent,
SiteEvent, SiteEvent,
SlabEvent, SlabEvent,
WallEvent, WallEvent,
@@ -46,7 +47,7 @@ export {
type ItemInteractiveState, type ItemInteractiveState,
useInteractive, useInteractive,
} from './store/use-interactive' } from './store/use-interactive'
export { default as useScene } from './store/use-scene' export { clearSceneHistory, default as useScene } from './store/use-scene'
// Systems // Systems
export { CeilingSystem } from './systems/ceiling/ceiling-system' export { CeilingSystem } from './systems/ceiling/ceiling-system'
export { DoorSystem } from './systems/door/door-system' export { DoorSystem } from './systems/door/door-system'
+1 -1
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@@ -42,7 +42,7 @@ export function initSpaceDetectionSync(
if (!currentWallsByLevel.has(levelId)) { if (!currentWallsByLevel.has(levelId)) {
currentWallsByLevel.set(levelId, new Set()) currentWallsByLevel.set(levelId, new Set())
} }
currentWallsByLevel.get(levelId)!.add((node as any).id) currentWallsByLevel.get(levelId)?.add((node as any).id)
} }
} }
+1
View File
@@ -23,6 +23,7 @@ export type {
export { getScaledDimensions, ItemNode } from './nodes/item' export { getScaledDimensions, ItemNode } from './nodes/item'
export { LevelNode } from './nodes/level' export { LevelNode } from './nodes/level'
export { RoofNode } from './nodes/roof' export { RoofNode } from './nodes/roof'
export { RoofSegmentNode, RoofType } from './nodes/roof-segment'
export { ScanNode } from './nodes/scan' export { ScanNode } from './nodes/scan'
// Nodes // Nodes
export { SiteNode } from './nodes/site' export { SiteNode } from './nodes/site'
@@ -0,0 +1,44 @@
import dedent from 'dedent'
import { z } from 'zod'
import { BaseNode, nodeType, objectId } from '../base'
export const RoofType = z.enum(['hip', 'gable', 'shed', 'gambrel', 'dutch', 'mansard', 'flat'])
export type RoofType = z.infer<typeof RoofType>
export const RoofSegmentNode = BaseNode.extend({
id: objectId('rseg'),
type: nodeType('roof-segment'),
// Position relative to parent roof group
position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
// Rotation around Y axis in radians
rotation: z.number().default(0),
// Roof shape type
roofType: RoofType.default('gable'),
// Footprint dimensions
width: z.number().default(8),
depth: z.number().default(6),
// Vertical dimensions
wallHeight: z.number().default(0.5),
roofHeight: z.number().default(2.5),
// Structure thicknesses
wallThickness: z.number().default(0.1),
deckThickness: z.number().default(0.1),
overhang: z.number().default(0.3),
shingleThickness: z.number().default(0.05),
}).describe(
dedent`
Roof segment node - an individual roof module within a roof group.
Each segment generates a complete architectural volume (walls + roof).
Multiple segments can be combined to form complex roof shapes.
- roofType: hip, gable, shed, gambrel, dutch, mansard, flat
- width/depth: footprint dimensions
- wallHeight: height of walls below the roof
- roofHeight: height of the roof peak above the walls
- wallThickness/deckThickness: structural thicknesses
- overhang: eave overhang distance
- shingleThickness: outer shingle layer thickness
`,
)
export type RoofSegmentNode = z.infer<typeof RoofSegmentNode>
+9 -16
View File
@@ -1,32 +1,25 @@
import dedent from 'dedent' import dedent from 'dedent'
import { z } from 'zod' import { z } from 'zod'
import { BaseNode, nodeType, objectId } from '../base' import { BaseNode, nodeType, objectId } from '../base'
import { RoofSegmentNode } from './roof-segment'
export const RoofNode = BaseNode.extend({ export const RoofNode = BaseNode.extend({
id: objectId('roof'), id: objectId('roof'),
type: nodeType('roof'), type: nodeType('roof'),
// Position of the roof center (Y should typically be 0) // Position of the roof group center
position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]), position: z.tuple([z.number(), z.number(), z.number()]).default([0, 0, 0]),
// Rotation around Y axis in radians // Rotation around Y axis in radians
rotation: z.number().default(0), rotation: z.number().default(0),
// Length of the roof along the ridge direction (in meters) // Child roof segment IDs
length: z.number().default(4), children: z.array(RoofSegmentNode.shape.id).default([]),
// Height of the roof peak from the base
height: z.number().default(1.5),
// Width of the left slope (in meters, measured horizontally from ridge)
leftWidth: z.number().default(1.5),
// Width of the right slope (in meters, measured horizontally from ridge)
rightWidth: z.number().default(1.5),
}).describe( }).describe(
dedent` dedent`
Roof node - used to represent a gable roof in the building Roof node - a container for roof segments.
- position: center position of the roof (Y typically 0) Acts as a group that holds one or more RoofSegmentNodes.
When not being edited, segments are visually combined into a single solid.
- position: center position of the roof group
- rotation: rotation around Y axis - rotation: rotation around Y axis
- length: length of the roof along the ridge - children: array of RoofSegmentNode IDs
- height: height of the roof peak
- leftWidth: horizontal width of the left slope (from ridge to eave)
- rightWidth: horizontal width of the right slope (from ridge to eave)
Total width = leftWidth + rightWidth
`, `,
) )
+2
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@@ -6,6 +6,7 @@ import { GuideNode } from './nodes/guide'
import { ItemNode } from './nodes/item' import { ItemNode } from './nodes/item'
import { LevelNode } from './nodes/level' import { LevelNode } from './nodes/level'
import { RoofNode } from './nodes/roof' import { RoofNode } from './nodes/roof'
import { RoofSegmentNode } from './nodes/roof-segment'
import { ScanNode } from './nodes/scan' import { ScanNode } from './nodes/scan'
import { SiteNode } from './nodes/site' import { SiteNode } from './nodes/site'
import { SlabNode } from './nodes/slab' import { SlabNode } from './nodes/slab'
@@ -23,6 +24,7 @@ export const AnyNode = z.discriminatedUnion('type', [
SlabNode, SlabNode,
CeilingNode, CeilingNode,
RoofNode, RoofNode,
RoofSegmentNode,
ScanNode, ScanNode,
GuideNode, GuideNode,
WindowNode, WindowNode,
@@ -164,9 +164,15 @@ export const deleteNodesAction = (
return { nodes: nextNodes, rootNodeIds: nextRootIds, collections: nextCollections } return { nodes: nextNodes, rootNodeIds: nextRootIds, collections: nextCollections }
}) })
// Trigger a full scene re-validation after deleting node (as deleting a slab can cause widespread changes to level elevations) // Mark affected nodes dirty: parents of deleted nodes and their remaining children
const currentNodes = get().nodes // (e.g. deleting a slab affects sibling walls via level elevation changes)
Object.values(currentNodes).forEach((node) => { parentsToMarkDirty.forEach((parentId) => {
get().markDirty(node.id) get().markDirty(parentId)
const parent = get().nodes[parentId]
if (parent && 'children' in parent && Array.isArray(parent.children)) {
for (const childId of parent.children) {
get().markDirty(childId as AnyNodeId)
}
}
}) })
} }
+89 -98
View File
@@ -3,16 +3,57 @@
import type { TemporalState } from 'zundo' import type { TemporalState } from 'zundo'
import { temporal } from 'zundo' import { temporal } from 'zundo'
import { create, type StoreApi, type UseBoundStore } from 'zustand' import { create, type StoreApi, type UseBoundStore } from 'zustand'
import { persist } from 'zustand/middleware'
import { BuildingNode } from '../schema' import { BuildingNode } from '../schema'
import type { Collection, CollectionId } from '../schema/collections' import type { Collection, CollectionId } from '../schema/collections'
import { generateCollectionId } from '../schema/collections' import { generateCollectionId } from '../schema/collections'
import { LevelNode } from '../schema/nodes/level' import { LevelNode } from '../schema/nodes/level'
import { SiteNode } from '../schema/nodes/site' import { SiteNode } from '../schema/nodes/site'
import type { AnyNode, AnyNodeId } from '../schema/types' import type { AnyNode, AnyNodeId } from '../schema/types'
import { isObject } from '../utils/types'
import * as nodeActions from './actions/node-actions' import * as nodeActions from './actions/node-actions'
function migrateNodes(nodes: Record<string, any>): Record<string, AnyNode> {
const patchedNodes = { ...nodes }
for (const [id, node] of Object.entries(patchedNodes)) {
// 1. Item scale migration
if (node.type === 'item' && !('scale' in node)) {
patchedNodes[id] = { ...node, scale: [1, 1, 1] }
}
// 2. Old roof to new roof + segment migration
if (node.type === 'roof' && !('children' in node)) {
const oldRoof = node
const suffix = id.includes('_') ? id.split('_')[1] : Math.random().toString(36).slice(2)
const segmentId = `rseg_${suffix}`
const segment = {
object: 'node',
id: segmentId,
type: 'roof-segment',
parentId: id,
visible: oldRoof.visible ?? true,
metadata: {},
position: [0, 0, 0],
rotation: 0,
roofType: 'gable',
width: oldRoof.length ?? 8,
depth: (oldRoof.leftWidth ?? 2.2) + (oldRoof.rightWidth ?? 2.2),
wallHeight: 0,
roofHeight: oldRoof.height ?? 2.5,
wallThickness: 0.1,
deckThickness: 0.1,
overhang: 0.3,
shingleThickness: 0.05,
}
patchedNodes[segmentId] = segment
patchedNodes[id] = {
...oldRoof,
children: [segmentId],
}
}
}
return patchedNodes as Record<string, AnyNode>
}
export type SceneState = { export type SceneState = {
// 1. The Data: A flat dictionary of all nodes // 1. The Data: A flat dictionary of all nodes
nodes: Record<AnyNodeId, AnyNode> nodes: Record<AnyNodeId, AnyNode>
@@ -29,6 +70,7 @@ export type SceneState = {
// Actions // Actions
loadScene: () => void loadScene: () => void
clearScene: () => void clearScene: () => void
unloadScene: () => void
setScene: (nodes: Record<AnyNodeId, AnyNode>, rootNodeIds: AnyNodeId[]) => void setScene: (nodes: Record<AnyNodeId, AnyNode>, rootNodeIds: AnyNodeId[]) => void
markDirty: (id: AnyNodeId) => void markDirty: (id: AnyNodeId) => void
@@ -58,7 +100,6 @@ type UseSceneStore = UseBoundStore<StoreApi<SceneState>> & {
} }
const useScene: UseSceneStore = create<SceneState>()( const useScene: UseSceneStore = create<SceneState>()(
persist(
temporal( temporal(
(set, get) => ({ (set, get) => ({
// 1. Flat dictionary of all nodes // 1. Flat dictionary of all nodes
@@ -73,25 +114,24 @@ const useScene: UseSceneStore = create<SceneState>()(
// 4. Collections // 4. Collections
collections: {} as Record<CollectionId, Collection>, collections: {} as Record<CollectionId, Collection>,
clearScene: () => { unloadScene: () => {
set({ set({
nodes: {}, nodes: {},
rootNodeIds: [], rootNodeIds: [],
dirtyNodes: new Set<AnyNodeId>(), dirtyNodes: new Set<AnyNodeId>(),
collections: {}, collections: {},
}) })
},
clearScene: () => {
get().unloadScene()
get().loadScene() // Default scene get().loadScene() // Default scene
}, },
setScene: (nodes, rootNodeIds) => { setScene: (nodes, rootNodeIds) => {
// Backward compat: add default scale to item nodes loaded from external sources // Apply backward compatibility migrations
// (pascal_local_projects, Supabase) saved before scale was added to ItemNode const patchedNodes = migrateNodes(nodes)
const patchedNodes = { ...nodes }
for (const [id, node] of Object.entries(patchedNodes)) {
if (node.type === 'item' && !('scale' in node)) {
patchedNodes[id as AnyNodeId] = { ...(node as object), scale: [1, 1, 1] } as AnyNode
}
}
set({ set({
nodes: patchedNodes, nodes: patchedNodes,
rootNodeIds, rootNodeIds,
@@ -148,8 +188,7 @@ const useScene: UseSceneStore = create<SceneState>()(
}, },
createNodes: (ops) => nodeActions.createNodesAction(set, get, ops), createNodes: (ops) => nodeActions.createNodesAction(set, get, ops),
createNode: (node, parentId) => createNode: (node, parentId) => nodeActions.createNodesAction(set, get, [{ node, parentId }]),
nodeActions.createNodesAction(set, get, [{ node, parentId }]),
updateNodes: (updates) => nodeActions.updateNodesAction(set, get, updates), updateNodes: (updates) => nodeActions.updateNodesAction(set, get, updates),
updateNode: (id, data) => nodeActions.updateNodesAction(set, get, [{ id, data }]), updateNode: (id, data) => nodeActions.updateNodesAction(set, get, [{ id, data }]),
@@ -257,91 +296,21 @@ const useScene: UseSceneStore = create<SceneState>()(
limit: 50, // Limit to last 50 actions limit: 50, // Limit to last 50 actions
}, },
), ),
{
name: 'editor-storage',
version: 1,
// Keep existing local scenes when the persist version changes.
migrate: (persistedState) =>
persistedState as Pick<SceneState, 'nodes' | 'rootNodeIds' | 'collections'>,
partialize: (state) => ({
nodes: Object.fromEntries(
Object.entries(state.nodes).filter(([_, node]) => {
const meta = node.metadata
const isTransient = isObject(meta) && 'isTransient' in meta && meta.isTransient === true
return !isTransient
}),
),
rootNodeIds: state.rootNodeIds,
collections: state.collections,
}),
merge: (persistedState, currentState) => {
const persisted = persistedState as Partial<SceneState>
// Backward compat: add default scale to item nodes saved before scale was added
if (persisted.nodes) {
for (const [id, node] of Object.entries(persisted.nodes)) {
if (node.type === 'item' && !('scale' in node)) {
persisted.nodes[id as AnyNodeId] = {
...(node as object),
scale: [1, 1, 1],
} as AnyNode
}
}
}
return { ...currentState, ...persisted }
},
onRehydrateStorage: (state) => {
console.log('hydrating...')
return (state, error) => {
if (error) {
console.log('an error happened during hydration', error)
return
}
if (!state) {
console.log('hydration finished - no state')
return
}
// Migration: Wrap old scenes (where root is not a SiteNode) in a SiteNode
const rootId = state.rootNodeIds?.[0]
const rootNode = rootId ? state.nodes[rootId] : null
if (rootNode && rootNode.type !== 'site') {
console.log('Migrating old scene: wrapping in SiteNode')
// Collect existing root nodes (should be BuildingNode or ItemNode)
const existingRoots = (state.rootNodeIds || [])
.map((id) => state.nodes[id])
.filter((node) => node?.type === 'building' || node?.type === 'item')
// Create a new SiteNode with existing roots as children
const site = SiteNode.parse({
children: existingRoots,
})
// Add site to nodes
state.nodes[site.id] = site
// Update root to be the site
state.rootNodeIds = [site.id]
console.log('Migration complete: scene now has SiteNode as root')
}
console.log('hydration finished')
}
},
},
),
) )
export default useScene export default useScene
// Track previous temporal state lengths // Track previous temporal state lengths and node snapshot for diffing
let prevPastLength = 0 let prevPastLength = 0
let prevFutureLength = 0 let prevFutureLength = 0
let prevNodesSnapshot: Record<AnyNodeId, AnyNode> | null = null
export function clearSceneHistory() {
useScene.temporal.getState().clear()
prevPastLength = 0
prevFutureLength = 0
prevNodesSnapshot = null
}
// Subscribe to the temporal store (Undo/Redo events) // Subscribe to the temporal store (Undo/Redo events)
useScene.temporal.subscribe((state) => { useScene.temporal.subscribe((state) => {
@@ -354,18 +323,40 @@ useScene.temporal.subscribe((state) => {
const didRedo = currentPastLength > prevPastLength && currentFutureLength < prevFutureLength const didRedo = currentPastLength > prevPastLength && currentFutureLength < prevFutureLength
if (didUndo || didRedo) { if (didUndo || didRedo) {
// Capture the previous snapshot before RAF fires
const snapshotBefore = prevNodesSnapshot
// Use RAF to ensure all middleware and store updates are complete // Use RAF to ensure all middleware and store updates are complete
requestAnimationFrame(() => { requestAnimationFrame(() => {
const currentNodes = useScene.getState().nodes const currentNodes = useScene.getState().nodes
const { markDirty } = useScene.getState()
// Trigger a full scene re-validation after undo/redo if (snapshotBefore) {
Object.values(currentNodes).forEach((node) => { // Diff: only mark nodes that actually changed
useScene.getState().markDirty(node.id) for (const [id, node] of Object.entries(currentNodes) as [AnyNodeId, AnyNode][]) {
}) if (snapshotBefore[id] !== node) {
markDirty(id)
// Also mark parent so merged geometries update
if (node.parentId) markDirty(node.parentId as AnyNodeId)
}
}
// Nodes that were deleted (exist in prev but not current)
for (const [id, node] of Object.entries(snapshotBefore) as [AnyNodeId, AnyNode][]) {
if (!currentNodes[id]) {
if (node.parentId) markDirty(node.parentId as AnyNodeId)
}
}
} else {
// No snapshot to diff against — fall back to marking all
for (const node of Object.values(currentNodes)) {
markDirty(node.id)
}
}
}) })
} }
// Update tracked lengths // Update tracked lengths and snapshot
prevPastLength = currentPastLength prevPastLength = currentPastLength
prevFutureLength = currentFutureLength prevFutureLength = currentFutureLength
prevNodesSnapshot = useScene.getState().nodes
}) })
File diff suppressed because it is too large Load Diff
@@ -95,12 +95,12 @@ function findJunctions(walls: WallNode[]): Map<string, Junction> {
if (!junctions.has(keyStart)) { if (!junctions.has(keyStart)) {
junctions.set(keyStart, { meetingPoint: startPt, connectedWalls: [] }) junctions.set(keyStart, { meetingPoint: startPt, connectedWalls: [] })
} }
junctions.get(keyStart)!.connectedWalls.push({ wall, endType: 'start' }) junctions.get(keyStart)?.connectedWalls.push({ wall, endType: 'start' })
if (!junctions.has(keyEnd)) { if (!junctions.has(keyEnd)) {
junctions.set(keyEnd, { meetingPoint: endPt, connectedWalls: [] }) junctions.set(keyEnd, { meetingPoint: endPt, connectedWalls: [] })
} }
junctions.get(keyEnd)!.connectedWalls.push({ wall, endType: 'end' }) junctions.get(keyEnd)?.connectedWalls.push({ wall, endType: 'end' })
} }
// Second pass: detect T-junctions (walls passing through junction points) // Second pass: detect T-junctions (walls passing through junction points)
@@ -46,7 +46,7 @@ export const WallSystem = () => {
if (!dirtyWallsByLevel.has(levelId)) { if (!dirtyWallsByLevel.has(levelId)) {
dirtyWallsByLevel.set(levelId, new Set()) dirtyWallsByLevel.set(levelId, new Set())
} }
dirtyWallsByLevel.get(levelId)!.add(id) dirtyWallsByLevel.get(levelId)?.add(id)
}) })
// Process each level that has dirty walls // Process each level that has dirty walls
@@ -4,7 +4,6 @@ import {
type Interactive, type Interactive,
type ItemNode, type ItemNode,
type LightEffect, type LightEffect,
type SliderControl,
useInteractive, useInteractive,
useRegistry, useRegistry,
useScene, useScene,
@@ -14,12 +13,13 @@ import { Clone } from '@react-three/drei/core/Clone'
import { useGLTF } from '@react-three/drei/core/Gltf' import { useGLTF } from '@react-three/drei/core/Gltf'
import { useFrame } from '@react-three/fiber' import { useFrame } from '@react-three/fiber'
import { Suspense, useEffect, useMemo, useRef } from 'react' 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 { MathUtils } from 'three'
import { positionLocal, smoothstep, time } from 'three/tsl' import { positionLocal, smoothstep, time } from 'three/tsl'
import { DoubleSide, MeshStandardNodeMaterial } from 'three/webgpu' import { DoubleSide, MeshStandardNodeMaterial } from 'three/webgpu'
import { useNodeEvents } from '../../../hooks/use-node-events' import { useNodeEvents } from '../../../hooks/use-node-events'
import { resolveCdnUrl } from '../../../lib/asset-url' import { resolveCdnUrl } from '../../../lib/asset-url'
import { useItemLightPool } from '../../../store/use-item-light-pool'
import { NodeRenderer } from '../node-renderer' import { NodeRenderer } from '../node-renderer'
// Shared materials to avoid creating new instances for every mesh // Shared materials to avoid creating new instances for every mesh
@@ -167,7 +167,13 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
/> />
)} )}
{lightEffects.map((effect, i) => ( {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 return null
} }
const ItemLight = ({ const ItemLightRegistrar = ({
nodeId, nodeId,
effect, effect,
interactive, interactive,
index,
}: { }: {
nodeId: AnyNodeId nodeId: AnyNodeId
effect: LightEffect effect: LightEffect
interactive: Interactive interactive: Interactive
index: number
}) => { }) => {
const lightRef = useRef<PointLight>(null!) useEffect(() => {
// Precompute stable indices — interactive is frozen at mount const key = `${nodeId}:${index}`
const toggleIndex = interactive.controls.findIndex((c) => c.kind === 'toggle') useItemLightPool.getState().register(key, nodeId, effect, interactive)
const sliderIndex = interactive.controls.findIndex((c) => c.kind === 'slider') return () => useItemLightPool.getState().unregister(key)
const sliderControl = }, [nodeId, index, effect, interactive])
sliderIndex >= 0 ? (interactive.controls[sliderIndex] as SliderControl) : null
useFrame((_, delta) => { return null
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}
/>
)
} }
@@ -8,6 +8,7 @@ import { GuideRenderer } from './guide/guide-renderer'
import { ItemRenderer } from './item/item-renderer' import { ItemRenderer } from './item/item-renderer'
import { LevelRenderer } from './level/level-renderer' import { LevelRenderer } from './level/level-renderer'
import { RoofRenderer } from './roof/roof-renderer' import { RoofRenderer } from './roof/roof-renderer'
import { RoofSegmentRenderer } from './roof-segment/roof-segment-renderer'
import { ScanRenderer } from './scan/scan-renderer' import { ScanRenderer } from './scan/scan-renderer'
import { SiteRenderer } from './site/site-renderer' import { SiteRenderer } from './site/site-renderer'
import { SlabRenderer } from './slab/slab-renderer' import { SlabRenderer } from './slab/slab-renderer'
@@ -33,6 +34,7 @@ export const NodeRenderer = ({ nodeId }: { nodeId: AnyNode['id'] }) => {
{node.type === 'window' && <WindowRenderer node={node} />} {node.type === 'window' && <WindowRenderer node={node} />}
{node.type === 'zone' && <ZoneRenderer node={node} />} {node.type === 'zone' && <ZoneRenderer node={node} />}
{node.type === 'roof' && <RoofRenderer node={node} />} {node.type === 'roof' && <RoofRenderer node={node} />}
{node.type === 'roof-segment' && <RoofSegmentRenderer node={node} />}
{node.type === 'scan' && <ScanRenderer node={node} />} {node.type === 'scan' && <ScanRenderer node={node} />}
{node.type === 'guide' && <GuideRenderer node={node} />} {node.type === 'guide' && <GuideRenderer node={node} />}
</> </>
@@ -0,0 +1,29 @@
import { type RoofSegmentNode, useRegistry } from '@pascal-app/core'
import { useRef } from 'react'
import type * as THREE from 'three'
import { useNodeEvents } from '../../../hooks/use-node-events'
import useViewer from '../../../store/use-viewer'
import { roofDebugMaterials, roofMaterials } from '../roof/roof-materials'
export const RoofSegmentRenderer = ({ node }: { node: RoofSegmentNode }) => {
const ref = useRef<THREE.Mesh>(null!)
useRegistry(node.id, 'roof-segment', ref)
const handlers = useNodeEvents(node, 'roof-segment')
const debugColors = useViewer((s) => s.debugColors)
return (
<mesh
material={debugColors ? roofDebugMaterials : roofMaterials}
position={node.position}
ref={ref}
rotation-y={node.rotation}
visible={node.visible}
{...handlers}
>
{/* RoofSystem will replace this geometry in the next frame */}
<boxGeometry args={[0, 0, 0]} />
</mesh>
)
}
@@ -0,0 +1,18 @@
import * as THREE from 'three'
// Production materials — match the rest of the scene (white walls, light-gray slabs).
// Indices: 0 = Wall/Trim, 1 = Deck, 2 = Interior, 3 = Shingle
export const roofMaterials: THREE.Material[] = [
new THREE.MeshStandardMaterial({ color: 'white', roughness: 1, side: THREE.DoubleSide }), // 0: Wall/Trim
new THREE.MeshStandardMaterial({ color: '#e5e5e5', roughness: 1, side: THREE.FrontSide }), // 1: Deck
new THREE.MeshStandardMaterial({ color: 'white', roughness: 1, side: THREE.DoubleSide }), // 2: Interior
new THREE.MeshStandardMaterial({ color: '#e5e5e5', roughness: 0.9, side: THREE.FrontSide }), // 3: Shingle
]
// Debug materials — vivid, distinct colours to identify each surface group.
export const roofDebugMaterials: THREE.Material[] = [
new THREE.MeshStandardMaterial({ color: '#eaeaea', roughness: 0.8, side: THREE.DoubleSide }), // 0: Wall
new THREE.MeshStandardMaterial({ color: '#000000', roughness: 0.9, side: THREE.FrontSide }), // 1: Deck
new THREE.MeshStandardMaterial({ color: '#dddddd', roughness: 0.9, side: THREE.DoubleSide }), // 2: Interior
new THREE.MeshStandardMaterial({ color: '#4ade80', roughness: 0.9, side: THREE.FrontSide }), // 3: Shingle
]
@@ -1,28 +1,40 @@
import { type RoofNode, useRegistry } from '@pascal-app/core' import { type RoofNode, useRegistry } from '@pascal-app/core'
import { useRef } from 'react' import { useRef } from 'react'
import type { Mesh } from 'three' import type * as THREE from 'three'
import { useNodeEvents } from '../../../hooks/use-node-events' import { useNodeEvents } from '../../../hooks/use-node-events'
import useViewer from '../../../store/use-viewer'
import { NodeRenderer } from '../node-renderer'
import { roofDebugMaterials, roofMaterials } from './roof-materials'
export const RoofRenderer = ({ node }: { node: RoofNode }) => { export const RoofRenderer = ({ node }: { node: RoofNode }) => {
const ref = useRef<Mesh>(null!) const ref = useRef<THREE.Group>(null!)
useRegistry(node.id, 'roof', ref) useRegistry(node.id, 'roof', ref)
const handlers = useNodeEvents(node, 'roof') const handlers = useNodeEvents(node, 'roof')
const debugColors = useViewer((s) => s.debugColors)
return ( return (
<mesh <group
castShadow
position={node.position} position={node.position}
receiveShadow
ref={ref} ref={ref}
rotation-y={node.rotation} rotation-y={node.rotation}
visible={node.visible} visible={node.visible}
{...handlers} {...handlers}
> >
{/* RoofSystem will replace this geometry in the next frame */} <mesh
castShadow
material={debugColors ? roofDebugMaterials : roofMaterials}
name="merged-roof"
receiveShadow
>
<boxGeometry args={[0, 0, 0]} /> <boxGeometry args={[0, 0, 0]} />
<meshStandardMaterial color="white" />
</mesh> </mesh>
<group name="segments-wrapper" visible={false}>
{(node.children ?? []).map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</group>
</group>
) )
} }
@@ -19,10 +19,10 @@ const createBoundaryLineGeometry = (points: Array<[number, number]>): BufferGeom
// Create a simple line loop at ground level // Create a simple line loop at ground level
for (const [x, z] of points) { for (const [x, z] of points) {
positions.push(x!, Y_OFFSET, z!) positions.push(x ?? 0, Y_OFFSET, z ?? 0)
} }
// Close the loop // Close the loop
positions.push(points[0]![0]!, Y_OFFSET, points[0]![1]!) positions.push(points[0]?.[0] ?? 0, Y_OFFSET, points[0]?.[1] ?? 0)
geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)) geometry.setAttribute('position', new Float32BufferAttribute(positions, 3))
@@ -10,11 +10,12 @@ import {
WindowSystem, WindowSystem,
} from '@pascal-app/core' } from '@pascal-app/core'
import { Bvh } from '@react-three/drei' import { Bvh } from '@react-three/drei'
import { Canvas, extend, type ThreeToJSXElements, useFrame } from '@react-three/fiber' import { Canvas, extend, type ThreeToJSXElements, useFrame, useThree } from '@react-three/fiber'
import { useMemo, useRef } from 'react' import { useEffect, useMemo, useRef } from 'react'
import * as THREE from 'three/webgpu' import * as THREE from 'three/webgpu'
import useViewer from '../../store/use-viewer' import useViewer from '../../store/use-viewer'
import { GuideSystem } from '../../systems/guide/guide-system' import { GuideSystem } from '../../systems/guide/guide-system'
import { ItemLightSystem } from '../../systems/item-light/item-light-system'
import { LevelSystem } from '../../systems/level/level-system' import { LevelSystem } from '../../systems/level/level-system'
import { ScanSystem } from '../../systems/scan/scan-system' import { ScanSystem } from '../../systems/scan/scan-system'
import { WallCutout } from '../../systems/wall/wall-cutout' import { WallCutout } from '../../systems/wall/wall-cutout'
@@ -22,6 +23,7 @@ import { ZoneSystem } from '../../systems/zone/zone-system'
import { SceneRenderer } from '../renderers/scene-renderer' import { SceneRenderer } from '../renderers/scene-renderer'
import { GroundOccluder } from './ground-occluder' import { GroundOccluder } from './ground-occluder'
import { Lights } from './lights' import { Lights } from './lights'
import { PerfMonitor } from './perf-monitor'
import PostProcessing from './post-processing' import PostProcessing from './post-processing'
import { SelectionManager } from './selection-manager' import { SelectionManager } from './selection-manager'
import { ViewerCamera } from './viewer-camera' import { ViewerCamera } from './viewer-camera'
@@ -59,12 +61,44 @@ declare module '@react-three/fiber' {
extend(THREE as any) extend(THREE as any)
/**
* Monitors the WebGPU device for loss events and logs them.
* WebGPU device loss can happen when:
* - Tab is backgrounded and OS reclaims GPU
* - Driver crash or GPU reset
* - Browser security policy kills the context
*/
function GPUDeviceWatcher() {
const gl = useThree((s) => s.gl)
useEffect(() => {
const backend = (gl as any).backend
const device: GPUDevice | undefined = backend?.device
if (!device) return
device.lost.then((info) => {
console.error(
`[viewer] WebGPU device lost: reason="${info.reason}", message="${info.message}". ` +
'The page must be reloaded to recover the GPU context.',
)
})
}, [gl])
return null
}
interface ViewerProps { interface ViewerProps {
children?: React.ReactNode children?: React.ReactNode
selectionManager?: 'default' | 'custom' selectionManager?: 'default' | 'custom'
perf?: boolean
} }
const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default' }) => { const Viewer: React.FC<ViewerProps> = ({
children,
selectionManager = 'default',
perf = false,
}) => {
const theme = useViewer((state) => state.theme) const theme = useViewer((state) => state.theme)
return ( return (
@@ -72,11 +106,10 @@ const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default'
camera={{ position: [50, 50, 50], fov: 50 }} camera={{ position: [50, 50, 50], fov: 50 }}
className={`transition-colors duration-700 ${theme === 'dark' ? 'bg-[#1f2433]' : 'bg-[#fafafa]'}`} className={`transition-colors duration-700 ${theme === 'dark' ? 'bg-[#1f2433]' : 'bg-[#fafafa]'}`}
dpr={[1, 1.5]} dpr={[1, 1.5]}
gl={async (props) => { gl={(props) => {
const renderer = new THREE.WebGPURenderer(props as any) const renderer = new THREE.WebGPURenderer(props as any)
renderer.toneMapping = THREE.ACESFilmicToneMapping renderer.toneMapping = THREE.ACESFilmicToneMapping
renderer.toneMappingExposure = 0.9 renderer.toneMappingExposure = 0.9
await renderer.init()
return renderer return renderer
}} }}
shadows={{ shadows={{
@@ -110,11 +143,22 @@ const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default'
<WindowSystem /> <WindowSystem />
<ZoneSystem /> <ZoneSystem />
<PostProcessing /> <PostProcessing />
{/* <DebugRenderer /> */}
<GPUDeviceWatcher />
<ItemLightSystem />
{selectionManager === 'default' && <SelectionManager />} {selectionManager === 'default' && <SelectionManager />}
{perf && <PerfMonitor />}
{children} {children}
</Canvas> </Canvas>
) )
} }
const DebugRenderer = () => {
useFrame(({ gl, scene, camera }) => {
gl.render(scene, camera)
})
return null
}
export default Viewer export default Viewer
@@ -0,0 +1,60 @@
import { useScene } from '@pascal-app/core'
import { Html } from '@react-three/drei'
import { useFrame } from '@react-three/fiber'
import { useRef, useState } from 'react'
const SAMPLE_INTERVAL = 0.5 // seconds between display updates
export const PerfMonitor = () => {
const [stats, setStats] = useState({ fps: 0, frameMs: 0, drawCalls: 0, triangles: 0, dirty: 0 })
const frameCount = useRef(0)
const elapsed = useRef(0)
const lastMs = useRef(0)
useFrame(({ gl, clock }) => {
frameCount.current++
const now = clock.elapsedTime
const dt = now - elapsed.current
if (dt >= SAMPLE_INTERVAL) {
const fps = Math.round(frameCount.current / dt)
const frameMs = lastMs.current
const info = gl.info
const drawCalls = info.render?.calls ?? 0
const triangles = info.render?.triangles ?? 0
const dirty = useScene.getState().dirtyNodes.size
setStats({ fps, frameMs, drawCalls, triangles, dirty })
frameCount.current = 0
elapsed.current = now
}
lastMs.current = Math.round(clock.getDelta() * 1000 * 10) / 10
})
return (
<Html
position={[0, 0, 0]}
style={{ position: 'fixed', top: 8, left: 8, pointerEvents: 'none' }}
zIndexRange={[100, 100]}
>
<div
style={{
fontFamily: 'monospace',
fontSize: 11,
lineHeight: 1.5,
color: stats.fps < 30 ? '#f87171' : stats.fps < 55 ? '#fbbf24' : '#4ade80',
background: 'rgba(0,0,0,0.7)',
borderRadius: 6,
padding: '6px 10px',
whiteSpace: 'pre',
}}
>
{`FPS ${stats.fps}
DRAW ${stats.drawCalls}
TRI ${(stats.triangles / 1000).toFixed(1)}k
DIRTY ${stats.dirty}`}
</div>
</Html>
)
}
@@ -1,9 +1,10 @@
import { useFrame, useThree } from '@react-three/fiber' import { useFrame, useThree } from '@react-three/fiber'
import { useEffect, useMemo, useRef, useState } from 'react' import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
import { Color, Layers, UnsignedByteType } from 'three' import { Color, Layers, UnsignedByteType } from 'three'
import { outline } from 'three/addons/tsl/display/OutlineNode.js' import { outline } from 'three/addons/tsl/display/OutlineNode.js'
import { ssgi } from 'three/addons/tsl/display/SSGINode.js' import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
import { traa } from 'three/addons/tsl/display/TRAANode.js' import { traa } from 'three/addons/tsl/display/TRAANode.js'
import { denoise } from 'three/examples/jsm/tsl/display/DenoiseNode.js'
import { import {
add, add,
colorToDirection, colorToDirection,
@@ -22,7 +23,6 @@ import {
vec4, vec4,
velocity, velocity,
} from 'three/tsl' } from 'three/tsl'
import { RenderPipeline, type WebGPURenderer } from 'three/webgpu' import { RenderPipeline, type WebGPURenderer } from 'three/webgpu'
import { SCENE_LAYER, ZONE_LAYER } from '../../lib/layers' import { SCENE_LAYER, ZONE_LAYER } from '../../lib/layers'
import useViewer from '../../store/use-viewer' import useViewer from '../../store/use-viewer'
@@ -30,19 +30,22 @@ import useViewer from '../../store/use-viewer'
// SSGI Parameters - adjust these to fine-tune global illumination and ambient occlusion // SSGI Parameters - adjust these to fine-tune global illumination and ambient occlusion
export const SSGI_PARAMS = { export const SSGI_PARAMS = {
enabled: true, enabled: true,
sliceCount: 2, sliceCount: 1,
stepCount: 8, stepCount: 4,
radius: 1, radius: 1,
expFactor: 1.5, expFactor: 1.5,
thickness: 0.5, thickness: 0.5,
backfaceLighting: 0.5, backfaceLighting: 0.5,
aoIntensity: 1.5, aoIntensity: 1.5,
giIntensity: 0.5, giIntensity: 0,
useLinearThickness: false, useLinearThickness: false,
useScreenSpaceSampling: true, useScreenSpaceSampling: true,
useTemporalFiltering: true, useTemporalFiltering: false,
} }
const MAX_PIPELINE_RETRIES = 3
const RETRY_DELAY_MS = 500
const DARK_BG = '#1f2433' const DARK_BG = '#1f2433'
const LIGHT_BG = '#ffffff' const LIGHT_BG = '#ffffff'
@@ -50,6 +53,7 @@ const PostProcessingPasses = () => {
const { gl: renderer, scene, camera } = useThree() const { gl: renderer, scene, camera } = useThree()
const renderPipelineRef = useRef<RenderPipeline | null>(null) const renderPipelineRef = useRef<RenderPipeline | null>(null)
const hasPipelineErrorRef = useRef(false) const hasPipelineErrorRef = useRef(false)
const retryCountRef = useRef(0)
const [isInitialized, setIsInitialized] = useState(false) const [isInitialized, setIsInitialized] = useState(false)
// Background color uniform — updated every frame via lerp, read by the TSL pipeline. // Background color uniform — updated every frame via lerp, read by the TSL pipeline.
@@ -66,6 +70,18 @@ const PostProcessingPasses = () => {
return l return l
}, []) }, [])
// Subscribe to projectId so the pipeline rebuilds on project switch
const projectId = useViewer((s) => s.projectId)
// Bump this to force a pipeline rebuild (used by retry logic)
const [pipelineVersion, setPipelineVersion] = useState(0)
const requestPipelineRebuild = useCallback(() => {
setPipelineVersion((v) => v + 1)
}, [])
// Renderer initialization
useEffect(() => { useEffect(() => {
let mounted = true let mounted = true
@@ -93,6 +109,12 @@ const PostProcessingPasses = () => {
} }
}, [renderer]) }, [renderer])
// Reset retry count when project changes
useEffect(() => {
retryCountRef.current = 0
}, [])
// Build / rebuild the post-processing pipeline
useEffect(() => { useEffect(() => {
if (!(renderer && scene && camera && isInitialized)) { if (!(renderer && scene && camera && isInitialized)) {
return return
@@ -100,6 +122,12 @@ const PostProcessingPasses = () => {
hasPipelineErrorRef.current = false hasPipelineErrorRef.current = false
// Clear outliner arrays synchronously to prevent stale Object3D refs
// from the previous project leaking into the new pipeline's outline passes.
const outliner = useViewer.getState().outliner
outliner.selectedObjects.length = 0
outliner.hoveredObjects.length = 0
try { try {
// Scene pass with MRT for SSGI // Scene pass with MRT for SSGI
const scenePass = pass(scene, camera) const scenePass = pass(scene, camera)
@@ -148,9 +176,20 @@ const PostProcessingPasses = () => {
giPass.useScreenSpaceSampling.value = SSGI_PARAMS.useScreenSpaceSampling giPass.useScreenSpaceSampling.value = SSGI_PARAMS.useScreenSpaceSampling
giPass.useTemporalFiltering = SSGI_PARAMS.useTemporalFiltering giPass.useTemporalFiltering = SSGI_PARAMS.useTemporalFiltering
// Extract GI and AO from SSGI pass const giTexture = (giPass as any).getTextureNode()
// DenoiseNode only denoises RGB — alpha is passed through unchanged.
// SSGI packs AO into alpha, so we remap it into RGB before denoising.
// convertToTexture() inside denoise() will call rtt() on this vec4 node automatically.
const aoAsRgb = vec4(giTexture.a, giTexture.a, giTexture.a, float(1))
const denoisePass = denoise(aoAsRgb, scenePassDepth, sceneNormal, camera)
denoisePass.index.value = 0
denoisePass.radius.value = 4
const gi = giPass.rgb const gi = giPass.rgb
const ao = giPass.a const ao = (denoisePass as any).r
// const gi = giPass.rgb;
// const ao = giPass.a;
// Background detection via alpha: renderer clears with alpha=0 (setClearAlpha(0) in useFrame), // Background detection via alpha: renderer clears with alpha=0 (setClearAlpha(0) in useFrame),
// so background pixels have scenePassColor.a=0 while geometry pixels have output.a=1. // so background pixels have scenePassColor.a=0 while geometry pixels have output.a=1.
@@ -272,12 +311,24 @@ const PostProcessingPasses = () => {
renderPipelineRef.current.render() renderPipelineRef.current.render()
} catch (error) { } catch (error) {
hasPipelineErrorRef.current = true hasPipelineErrorRef.current = true
console.error( console.error('[viewer] Post-processing render pass failed.', error)
'[viewer] Post-processing render pass failed. Disabling post FX for this session.', if (renderPipelineRef.current) {
error,
)
renderPipelineRef.current.dispose() renderPipelineRef.current.dispose()
}
renderPipelineRef.current = null renderPipelineRef.current = null
if (retryCountRef.current < MAX_PIPELINE_RETRIES) {
// Auto-retry: schedule a pipeline rebuild if we haven't exceeded the retry limit
retryCountRef.current++
console.warn(
`[viewer] Scheduling post-processing rebuild (attempt ${retryCountRef.current}/${MAX_PIPELINE_RETRIES})`,
)
setTimeout(requestPipelineRebuild, RETRY_DELAY_MS)
} else {
console.error(
'[viewer] Post-processing retries exhausted. Rendering without post FX for this session.',
)
}
} }
}, 1) }, 1)
@@ -2,6 +2,7 @@
import { import {
type AnyNode, type AnyNode,
type AnyNodeId,
type BuildingNode, type BuildingNode,
emitter, emitter,
type ItemNode, type ItemNode,
@@ -34,6 +35,7 @@ type SelectableNodeType =
| 'slab' | 'slab'
| 'ceiling' | 'ceiling'
| 'roof' | 'roof'
| 'roof-segment'
// Expand polygon outward by a small amount to include items on edges // Expand polygon outward by a small amount to include items on edges
const expandPolygon = (polygon: [number, number][], tolerance: number): [number, number][] => { const expandPolygon = (polygon: [number, number][], tolerance: number): [number, number][] => {
@@ -150,7 +152,7 @@ const isNodeInZone = (node: AnyNode, levelId: string, zoneId: string): boolean =
return false return false
} }
if (node.type === 'roof') { if (node.type === 'roof' || node.type === 'roof-segment') {
// Roofs on the same level are valid when zone is selected // Roofs on the same level are valid when zone is selected
return true return true
} }
@@ -219,12 +221,20 @@ const getStrategy = (): SelectionStrategy | null => {
// Zone selected -> can select/hover contents (walls, items, slabs, ceilings, roofs, windows, doors) // Zone selected -> can select/hover contents (walls, items, slabs, ceilings, roofs, windows, doors)
return { return {
types: ['wall', 'item', 'slab', 'ceiling', 'roof', 'window', 'door'], types: ['wall', 'item', 'slab', 'ceiling', 'roof', 'roof-segment', 'window', 'door'],
handleClick: (node, nativeEvent) => { handleClick: (node, nativeEvent) => {
let nodeToSelect = node
if (node.type === 'roof-segment' && node.parentId) {
const parentNode = useScene.getState().nodes[node.parentId as AnyNodeId]
if (parentNode && parentNode.type === 'roof') {
nodeToSelect = parentNode
}
}
const { selectedIds } = useViewer.getState().selection const { selectedIds } = useViewer.getState().selection
useViewer useViewer
.getState() .getState()
.setSelection({ selectedIds: computeNextIds(node, selectedIds, nativeEvent) }) .setSelection({ selectedIds: computeNextIds(nodeToSelect, selectedIds, nativeEvent) })
}, },
handleDeselect: () => { handleDeselect: () => {
const { selectedIds } = useViewer.getState().selection const { selectedIds } = useViewer.getState().selection
@@ -236,7 +246,16 @@ const getStrategy = (): SelectionStrategy | null => {
} }
}, },
isValid: (node) => { isValid: (node) => {
const validTypes = ['wall', 'item', 'slab', 'ceiling', 'roof', 'window', 'door'] const validTypes = [
'wall',
'item',
'slab',
'ceiling',
'roof',
'roof-segment',
'window',
'door',
]
if (!validTypes.includes(node.type)) return false if (!validTypes.includes(node.type)) return false
return isNodeInZone(node, levelId, zoneId) return isNodeInZone(node, levelId, zoneId)
}, },
@@ -288,6 +307,7 @@ export const SelectionManager = () => {
'slab', 'slab',
'ceiling', 'ceiling',
'roof', 'roof',
'roof-segment',
'window', 'window',
'door', 'door',
] ]
@@ -13,6 +13,8 @@ import {
type LevelNode, type LevelNode,
type RoofEvent, type RoofEvent,
type RoofNode, type RoofNode,
type RoofSegmentEvent,
type RoofSegmentNode,
type SiteEvent, type SiteEvent,
type SiteNode, type SiteNode,
type SlabEvent, type SlabEvent,
@@ -37,6 +39,7 @@ type NodeConfig = {
slab: { node: SlabNode; event: SlabEvent } slab: { node: SlabNode; event: SlabEvent }
ceiling: { node: CeilingNode; event: CeilingEvent } ceiling: { node: CeilingNode; event: CeilingEvent }
roof: { node: RoofNode; event: RoofEvent } roof: { node: RoofNode; event: RoofEvent }
'roof-segment': { node: RoofSegmentNode; event: RoofSegmentEvent }
window: { node: WindowNode; event: WindowEvent } window: { node: WindowNode; event: WindowEvent }
door: { node: DoorNode; event: DoorEvent } door: { node: DoorNode; event: DoorEvent }
} }
+8
View File
@@ -0,0 +1,8 @@
// Augment @react-three/fiber's ThreeElements to include all Three.js JSX intrinsic elements.
// This must be a project-wide declaration so all files can use <directionalLight />, etc.
import type { ThreeToJSXElements } from '@react-three/fiber'
import * as THREE from 'three/webgpu'
declare module '@react-three/fiber' {
interface ThreeElements extends ThreeToJSXElements<typeof THREE> {}
}
@@ -0,0 +1,53 @@
import type { AnyNodeId, Interactive, LightEffect, SliderControl } from '@pascal-app/core'
import { create } from 'zustand'
export type LightRegistration = {
nodeId: AnyNodeId
effect: LightEffect
toggleIndex: number
sliderIndex: number
sliderMin: number
sliderMax: number
hasSlider: boolean
}
type ItemLightPoolStore = {
registrations: Map<string, LightRegistration>
register: (key: string, nodeId: AnyNodeId, effect: LightEffect, interactive: Interactive) => void
unregister: (key: string) => void
}
export const useItemLightPool = create<ItemLightPoolStore>((set) => ({
registrations: new Map(),
register: (key, nodeId, effect, interactive) => {
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
const registration: LightRegistration = {
nodeId,
effect,
toggleIndex,
sliderIndex,
hasSlider: sliderControl !== null,
sliderMin: sliderControl?.min ?? 0,
sliderMax: sliderControl?.max ?? 1,
}
set((s) => {
const next = new Map(s.registrations)
next.set(key, registration)
return { registrations: next }
})
},
unregister: (key) => {
set((s) => {
const next = new Map(s.registrations)
next.delete(key)
return { registrations: next }
})
},
}))
+6
View File
@@ -61,6 +61,9 @@ type ViewerState = {
exportScene: (() => Promise<void>) | null exportScene: (() => Promise<void>) | null
setExportScene: (fn: (() => Promise<void>) | null) => void setExportScene: (fn: (() => Promise<void>) | null) => void
debugColors: boolean
setDebugColors: (enabled: boolean) => void
cameraDragging: boolean cameraDragging: boolean
setCameraDragging: (dragging: boolean) => void setCameraDragging: (dragging: boolean) => void
} }
@@ -173,6 +176,9 @@ const useViewer = create<ViewerState>()(
exportScene: null, exportScene: null,
setExportScene: (fn) => set({ exportScene: fn }), setExportScene: (fn) => set({ exportScene: fn }),
debugColors: false,
setDebugColors: (enabled) => set({ debugColors: enabled }),
cameraDragging: false, cameraDragging: false,
setCameraDragging: (dragging) => set({ cameraDragging: dragging }), setCameraDragging: (dragging) => set({ cameraDragging: dragging }),
}), }),
@@ -0,0 +1,296 @@
import type { AnyNodeId, LevelNode } from '@pascal-app/core'
import { sceneRegistry, useInteractive, useScene } from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import { useRef } from 'react'
import { MathUtils, type PointLight, Vector3 } from 'three'
import { useItemLightPool } from '../../store/use-item-light-pool'
import useViewer from '../../store/use-viewer'
const POOL_SIZE = 12
// How often (in seconds) to re-evaluate which items have lights assigned (fallback timer)
const REASSIGN_INTERVAL = 0.2
// Hysteresis: a currently-assigned slot keeps its key unless an unassigned
// candidate beats it by at least this much (prevents flickering at the boundary)
const HYSTERESIS = 0.15
// Camera movement thresholds that trigger an early re-evaluation
const CAM_MOVE_DIST = 0.5 // units
const CAM_ROT_DOT = 0.995 // cos(~5.7°)
type SlotRuntime = {
// The key currently driving this slot (null = idle)
key: string | null
// A pending reassignment waiting for the fade-out to finish
pendingKey: string | null
isFadingOut: boolean
}
// Module-level temp vectors reused every frame (avoids GC pressure)
const _dir = new Vector3()
const _camPos = new Vector3()
const _camFwd = new Vector3()
const _itemPos = new Vector3()
type SceneNodes = ReturnType<typeof useScene.getState>['nodes']
type InteractiveState = ReturnType<typeof useInteractive.getState>
function scoreRegistration(
reg: import('../../store/use-item-light-pool').LightRegistration,
nodes: SceneNodes,
selectedLevelId: string | null,
levelMode: string,
interactiveState: InteractiveState,
): number {
// Skip lights that are toggled off — they contribute no illumination
if (reg.toggleIndex >= 0) {
const values = interactiveState.items[reg.nodeId]?.controlValues
const isOn = Boolean(values?.[reg.toggleIndex])
if (!isOn) return Number.POSITIVE_INFINITY
}
const { nodeId, effect } = reg
const obj = sceneRegistry.nodes.get(nodeId)
if (!obj) return Number.POSITIVE_INFINITY
obj.getWorldPosition(_itemPos)
_itemPos.x += effect.offset[0]
_itemPos.y += effect.offset[1]
_itemPos.z += effect.offset[2]
_dir.copy(_itemPos).sub(_camPos).normalize()
const dot = _camFwd.dot(_dir) // 1 = ahead, -1 = behind
// Angular component (0 = dead ahead, 2 = directly behind)
const angular = 1 - dot
// Normalised distance component (assumes scenes < 200 units)
const dist = _camPos.distanceTo(_itemPos) / 200
// ── Level factor ──────────────────────────────────────────────────────────
const node = nodes[nodeId]
const itemLevelId = node?.parentId ?? null
let levelPenalty = 0
if (selectedLevelId) {
if (itemLevelId !== selectedLevelId) {
// In solo mode items on other levels are invisible — deprioritize strongly
levelPenalty = levelMode === 'solo' ? 100 : 0.8
}
} else if (itemLevelId) {
// No level selected — lightly prefer items on level index 0
const levelNode = nodes[itemLevelId as AnyNodeId] as LevelNode | undefined
const levelIndex = levelNode?.level ?? 0
if (levelIndex !== 0) levelPenalty = 0.3
}
return angular * 0.7 + dist * 0.3 + levelPenalty
}
export function ItemLightSystem() {
const lightRefs = useRef<Array<PointLight | null>>(Array.from({ length: POOL_SIZE }, () => null))
const slots = useRef<SlotRuntime[]>(
Array.from({ length: POOL_SIZE }, () => ({ key: null, pendingKey: null, isFadingOut: false })),
)
const reassignTimer = useRef(0)
// Track camera state at last reassignment to detect meaningful movement
const prevReassignCamPos = useRef(new Vector3())
const prevReassignCamFwd = useRef(new Vector3(0, 0, -1))
useFrame(({ camera }, delta) => {
const dt = Math.min(delta, 0.1)
const { registrations } = useItemLightPool.getState()
const interactiveState = useInteractive.getState()
// ── 1. Throttled priority reassignment ──────────────────────────────────
camera.getWorldPosition(_camPos)
camera.getWorldDirection(_camFwd)
const camMoved =
_camPos.distanceTo(prevReassignCamPos.current) > CAM_MOVE_DIST ||
_camFwd.dot(prevReassignCamFwd.current) < CAM_ROT_DOT
reassignTimer.current -= delta
const shouldReassign = reassignTimer.current <= 0 || camMoved
if (shouldReassign) {
reassignTimer.current = REASSIGN_INTERVAL
prevReassignCamPos.current.copy(_camPos)
prevReassignCamFwd.current.copy(_camFwd)
// Read level/scene state once for the whole tick
const nodes = useScene.getState().nodes
const viewerState = useViewer.getState()
const selectedLevelId = viewerState.selection.levelId
const levelMode = viewerState.levelMode
// Score every registration
const scored: Array<{ key: string; score: number }> = []
for (const [key, reg] of registrations) {
scored.push({
key,
score: scoreRegistration(reg, nodes, selectedLevelId, levelMode, interactiveState),
})
}
scored.sort((a, b) => a.score - b.score)
// Build the desired assignment (top POOL_SIZE keys)
const desired = scored.slice(0, POOL_SIZE).map((s) => s.key)
// Build a map of currently-assigned keys → slot index for hysteresis
const currentlyAssigned = new Map<string, number>()
for (let i = 0; i < POOL_SIZE; i++) {
const s = slots.current[i]
if (!s) continue
const k = s.key ?? s.pendingKey
if (k) currentlyAssigned.set(k, i)
}
// Assign desired keys to slots — prefer keeping existing assignments
const usedSlots = new Set<number>()
const assignedKeys = new Set<string>()
// Pass 1: keep existing slots where the key is still in desired
for (const key of desired) {
const existingSlot = currentlyAssigned.get(key)
if (existingSlot !== undefined && !usedSlots.has(existingSlot)) {
usedSlots.add(existingSlot)
assignedKeys.add(key)
}
}
// Pass 2: assign remaining desired keys to free slots
let freeSlot = 0
for (const key of desired) {
if (assignedKeys.has(key)) continue
while (freeSlot < POOL_SIZE && usedSlots.has(freeSlot)) freeSlot++
if (freeSlot >= POOL_SIZE) break
// Hysteresis: only evict the current occupant if the new key scores
// meaningfully better than it
const freeSlotData = slots.current[freeSlot]
const currentKey = freeSlotData ? (freeSlotData.key ?? freeSlotData.pendingKey) : null
if (currentKey && !desired.includes(currentKey)) {
const currentScore =
scored.find((s) => s.key === currentKey)?.score ?? Number.POSITIVE_INFINITY
const newScore = scored.find((s) => s.key === key)?.score ?? 0
if (currentScore - newScore < HYSTERESIS) {
freeSlot++
continue
}
}
usedSlots.add(freeSlot)
assignedKeys.add(key)
const slot = slots.current[freeSlot]
if (slot && slot.key !== key) {
slot.pendingKey = key
slot.isFadingOut = slot.key !== null
if (!slot.isFadingOut) {
// Slot was idle — skip fade-out, assign immediately
slot.key = key
slot.pendingKey = null
const light = lightRefs.current[freeSlot]
const reg = registrations.get(key)
if (light && reg) {
light.color.set(reg.effect.color)
light.distance = reg.effect.distance ?? 0
}
}
}
freeSlot++
}
// Clear slots whose key is no longer in desired and not pending
for (let i = 0; i < POOL_SIZE; i++) {
if (!usedSlots.has(i)) {
const slot = slots.current[i]
if (slot?.key && !desired.includes(slot.key)) {
slot.pendingKey = null
slot.isFadingOut = true
}
}
}
}
// ── 2. Per-frame light updates ───────────────────────────────────────────
for (let i = 0; i < POOL_SIZE; i++) {
const light = lightRefs.current[i]
if (!light) continue
const slot = slots.current[i]
if (!slot) continue
// Fade-out phase: lerp intensity → 0, then complete the transition
if (slot.isFadingOut) {
light.intensity = MathUtils.lerp(light.intensity, 0, dt * 12)
if (light.intensity < 0.01) {
light.intensity = 0
slot.isFadingOut = false
slot.key = slot.pendingKey
slot.pendingKey = null
if (slot.key) {
const reg = registrations.get(slot.key)
if (reg) {
light.color.set(reg.effect.color)
light.distance = reg.effect.distance ?? 0
}
}
}
continue
}
if (!slot.key) {
// Idle slot — keep dark
light.intensity = 0
continue
}
const reg = registrations.get(slot.key)
if (!reg) {
slot.key = null
light.intensity = 0
continue
}
// Snap world position each frame
const obj = sceneRegistry.nodes.get(reg.nodeId)
if (obj) {
obj.getWorldPosition(_itemPos)
const [ox, oy, oz] = reg.effect.offset
light.position.set(_itemPos.x + ox, _itemPos.y + oy, _itemPos.z + oz)
}
// Compute target intensity
const values = interactiveState.items[reg.nodeId]?.controlValues
const isOn = reg.toggleIndex >= 0 ? Boolean(values?.[reg.toggleIndex]) : true
let t = 1
if (reg.hasSlider) {
const raw = (values?.[reg.sliderIndex] as number) ?? reg.sliderMin
t = (raw - reg.sliderMin) / (reg.sliderMax - reg.sliderMin)
}
const targetIntensity = isOn
? MathUtils.lerp(reg.effect.intensityRange[0], reg.effect.intensityRange[1], t)
: reg.effect.intensityRange[0]
light.intensity = MathUtils.lerp(light.intensity, targetIntensity, dt * 12)
}
})
return (
<>
{Array.from({ length: POOL_SIZE }, (_, i) => (
<pointLight
castShadow={false}
intensity={0}
key={i}
ref={(el) => {
lightRefs.current[i] = el
}}
/>
))}
</>
)
}
@@ -98,13 +98,11 @@ export const WallCutout = () => {
if (wallNode.frontSide === 'exterior' && wallNode.backSide !== 'exterior') { if (wallNode.frontSide === 'exterior' && wallNode.backSide !== 'exterior') {
hideWall = true hideWall = true
} }
} else { } else if (wallNode.backSide === 'exterior' && wallNode.frontSide !== 'exterior') {
// Back side // Back side
if (wallNode.backSide === 'exterior' && wallNode.frontSide !== 'exterior') {
hideWall = true hideWall = true
} }
} }
}
;(wallMesh as Mesh).material = hideWall ? invsibleWallMaterial : wallMaterial ;(wallMesh as Mesh).material = hideWall ? invsibleWallMaterial : wallMaterial
}) })
lastWallMode.current = wallMode lastWallMode.current = wallMode