Move render systems out of core
This commit is contained in:
@@ -0,0 +1,287 @@
|
||||
import { useFrame } from '@react-three/fiber'
|
||||
import {
|
||||
type AnyNodeId,
|
||||
type FenceNode,
|
||||
getWallCurveFrameAt,
|
||||
getWallCurveLength,
|
||||
sceneRegistry,
|
||||
useScene,
|
||||
} from '@pascal-app/core'
|
||||
import * as THREE from 'three'
|
||||
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
|
||||
|
||||
type FencePart = {
|
||||
position: [number, number, number]
|
||||
rotationY?: number
|
||||
scale: [number, number, number]
|
||||
}
|
||||
|
||||
const MIN_CURVE_SEGMENT_LENGTH = 0.18
|
||||
|
||||
function createFencePartGeometry(part: FencePart) {
|
||||
const geometry = new THREE.BoxGeometry(1, 1, 1)
|
||||
geometry.scale(part.scale[0], part.scale[1], part.scale[2])
|
||||
if (part.rotationY) {
|
||||
geometry.rotateY(part.rotationY)
|
||||
}
|
||||
geometry.translate(part.position[0], part.position[1], part.position[2])
|
||||
applyFenceUVs(geometry)
|
||||
return geometry
|
||||
}
|
||||
|
||||
function getFencePointAt(fence: FenceNode, t: number) {
|
||||
const frame = getWallCurveFrameAt(fence, t)
|
||||
return {
|
||||
point: frame.point,
|
||||
tangentAngle: Math.atan2(frame.tangent.y, frame.tangent.x),
|
||||
}
|
||||
}
|
||||
|
||||
function createStraightFenceSpanPart(
|
||||
start: [number, number],
|
||||
end: [number, number],
|
||||
centerY: number,
|
||||
height: number,
|
||||
depth: number,
|
||||
): FencePart | null {
|
||||
const dx = end[0] - start[0]
|
||||
const dz = end[1] - start[1]
|
||||
const length = Math.hypot(dx, dz)
|
||||
if (length <= 1e-4) {
|
||||
return null
|
||||
}
|
||||
|
||||
return {
|
||||
position: [(start[0] + end[0]) / 2, centerY, (start[1] + end[1]) / 2],
|
||||
rotationY: -Math.atan2(dz, dx),
|
||||
scale: [length, height, depth],
|
||||
}
|
||||
}
|
||||
|
||||
function createFenceCurveSpanParts(
|
||||
fence: FenceNode,
|
||||
startT: number,
|
||||
endT: number,
|
||||
centerY: number,
|
||||
height: number,
|
||||
depth: number,
|
||||
): FencePart[] {
|
||||
const parts: FencePart[] = []
|
||||
const frameCount = Math.max(
|
||||
1,
|
||||
Math.ceil((getWallCurveLength(fence) * Math.max(1e-4, endT - startT)) / MIN_CURVE_SEGMENT_LENGTH),
|
||||
)
|
||||
|
||||
let previous = getFencePointAt(fence, startT)
|
||||
for (let index = 1; index <= frameCount; index += 1) {
|
||||
const t = startT + (endT - startT) * (index / frameCount)
|
||||
const current = getFencePointAt(fence, t)
|
||||
const segment = createStraightFenceSpanPart(
|
||||
[previous.point.x, previous.point.y],
|
||||
[current.point.x, current.point.y],
|
||||
centerY,
|
||||
height,
|
||||
depth,
|
||||
)
|
||||
if (segment) {
|
||||
parts.push(segment)
|
||||
}
|
||||
previous = current
|
||||
}
|
||||
|
||||
return parts
|
||||
}
|
||||
|
||||
function applyFenceUVs(geometry: THREE.BufferGeometry) {
|
||||
const position = geometry.getAttribute('position')
|
||||
const normal = geometry.getAttribute('normal')
|
||||
|
||||
if (!(position && normal)) return
|
||||
|
||||
const uvs = new Float32Array(position.count * 2)
|
||||
let minX = Number.POSITIVE_INFINITY
|
||||
let minY = Number.POSITIVE_INFINITY
|
||||
let minZ = Number.POSITIVE_INFINITY
|
||||
|
||||
for (let index = 0; index < position.count; index += 1) {
|
||||
minX = Math.min(minX, position.getX(index))
|
||||
minY = Math.min(minY, position.getY(index))
|
||||
minZ = Math.min(minZ, position.getZ(index))
|
||||
}
|
||||
|
||||
for (let index = 0; index < position.count; index += 1) {
|
||||
const px = position.getX(index)
|
||||
const py = position.getY(index)
|
||||
const pz = position.getZ(index)
|
||||
const nx = Math.abs(normal.getX(index))
|
||||
const ny = Math.abs(normal.getY(index))
|
||||
const nz = Math.abs(normal.getZ(index))
|
||||
|
||||
let u = 0
|
||||
let v = 0
|
||||
|
||||
if (ny >= nx && ny >= nz) {
|
||||
u = px - minX
|
||||
v = pz - minZ
|
||||
} else if (nx >= nz) {
|
||||
u = pz - minZ
|
||||
v = py - minY
|
||||
} else {
|
||||
u = px - minX
|
||||
v = py - minY
|
||||
}
|
||||
|
||||
uvs[index * 2] = u
|
||||
uvs[index * 2 + 1] = v
|
||||
}
|
||||
|
||||
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
|
||||
geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(uvs.slice(), 2))
|
||||
}
|
||||
|
||||
function getStyleDefaults(style: FenceNode['style']) {
|
||||
if (style === 'privacy') {
|
||||
return { spacingFactor: 0.42, postFactor: 1.35, baseFactor: 1.2, topFactor: 1.2 }
|
||||
}
|
||||
|
||||
if (style === 'rail') {
|
||||
return { spacingFactor: 0.68, postFactor: 0.8, baseFactor: 0.85, topFactor: 0.85 }
|
||||
}
|
||||
|
||||
return { spacingFactor: 0.3, postFactor: 0.55, baseFactor: 1, topFactor: 0.75 }
|
||||
}
|
||||
|
||||
function createFenceParts(fence: FenceNode): FencePart[] {
|
||||
const parts: FencePart[] = []
|
||||
const length = Math.max(getWallCurveLength(fence), 0.01)
|
||||
const panelDepth = Math.max(fence.thickness, 0.03)
|
||||
const clearance = Math.max(fence.groundClearance, 0)
|
||||
const styleDefaults = getStyleDefaults(fence.style)
|
||||
const baseHeight = Math.max(fence.baseHeight * styleDefaults.baseFactor, 0.04)
|
||||
const topRailHeight = Math.max(fence.topRailHeight * styleDefaults.topFactor, 0.01)
|
||||
const verticalHeight = Math.max(fence.height - baseHeight - topRailHeight, 0.08)
|
||||
const postWidth = Math.max(fence.postSize * styleDefaults.postFactor, 0.01)
|
||||
const spacing = Math.max(fence.postSpacing * styleDefaults.spacingFactor, postWidth * 1.2)
|
||||
const edgeInset = Math.max(fence.edgeInset ?? 0.015, 0.005)
|
||||
const isFloating = fence.baseStyle === 'floating'
|
||||
const baseY = isFloating ? clearance : 0
|
||||
const effectiveBaseHeight = baseHeight
|
||||
const startInsetT = Math.min(0.499, edgeInset / length)
|
||||
const endInsetT = Math.max(0.501, 1 - edgeInset / length)
|
||||
|
||||
if (!isFloating) {
|
||||
parts.push(
|
||||
...createFenceCurveSpanParts(
|
||||
fence,
|
||||
0,
|
||||
1,
|
||||
baseY + effectiveBaseHeight / 2,
|
||||
effectiveBaseHeight,
|
||||
panelDepth * 1.05,
|
||||
),
|
||||
)
|
||||
parts.push(
|
||||
...createFenceCurveSpanParts(
|
||||
fence,
|
||||
0,
|
||||
1,
|
||||
baseY + effectiveBaseHeight + verticalHeight * 0.15,
|
||||
topRailHeight * 0.8,
|
||||
panelDepth * 0.35,
|
||||
),
|
||||
)
|
||||
}
|
||||
|
||||
const count = Math.max(2, Math.floor((length - edgeInset * 2) / spacing) + 1)
|
||||
const verticalY = baseY + effectiveBaseHeight + verticalHeight / 2
|
||||
|
||||
for (let index = 0; index < count; index += 1) {
|
||||
const t = count === 1 ? 0.5 : startInsetT + (endInsetT - startInsetT) * (index / (count - 1))
|
||||
const frame = getFencePointAt(fence, t)
|
||||
const isEdgePost = index === 0 || index === count - 1
|
||||
const postHeight =
|
||||
isFloating && isEdgePost
|
||||
? effectiveBaseHeight + verticalHeight + topRailHeight + clearance
|
||||
: verticalHeight
|
||||
const postY = isFloating && isEdgePost ? postHeight / 2 : verticalY
|
||||
|
||||
parts.push({
|
||||
position: [frame.point.x, postY, frame.point.y],
|
||||
rotationY: -frame.tangentAngle,
|
||||
scale: [postWidth, postHeight, Math.max(panelDepth * 0.35, 0.012)],
|
||||
})
|
||||
}
|
||||
|
||||
parts.push(
|
||||
...createFenceCurveSpanParts(
|
||||
fence,
|
||||
0,
|
||||
1,
|
||||
baseY + effectiveBaseHeight + verticalHeight + topRailHeight / 2,
|
||||
topRailHeight,
|
||||
Math.max(panelDepth * 0.55, 0.018),
|
||||
),
|
||||
)
|
||||
|
||||
if (isFloating) {
|
||||
parts.push(
|
||||
...createFenceCurveSpanParts(
|
||||
fence,
|
||||
0,
|
||||
1,
|
||||
baseY + effectiveBaseHeight + topRailHeight / 2,
|
||||
topRailHeight,
|
||||
Math.max(panelDepth * 0.55, 0.018),
|
||||
),
|
||||
)
|
||||
}
|
||||
|
||||
return parts
|
||||
}
|
||||
|
||||
function generateFenceGeometry(fence: FenceNode) {
|
||||
const parts = createFenceParts(fence)
|
||||
const geometries = parts.map(createFencePartGeometry)
|
||||
|
||||
const merged = mergeGeometries(geometries, false) ?? new THREE.BufferGeometry()
|
||||
geometries.forEach((geometry) => geometry.dispose())
|
||||
const mergedUv = merged.getAttribute('uv')
|
||||
if (mergedUv) {
|
||||
merged.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(mergedUv.array), 2))
|
||||
}
|
||||
merged.computeVertexNormals()
|
||||
return merged
|
||||
}
|
||||
|
||||
function updateFenceGeometry(fenceId: FenceNode['id']) {
|
||||
const node = useScene.getState().nodes[fenceId]
|
||||
if (!node || node.type !== 'fence') return
|
||||
|
||||
const mesh = sceneRegistry.nodes.get(fenceId) as THREE.Mesh | undefined
|
||||
if (!mesh) return
|
||||
|
||||
const newGeometry = generateFenceGeometry(node)
|
||||
mesh.geometry.dispose()
|
||||
mesh.geometry = newGeometry
|
||||
mesh.position.set(0, 0, 0)
|
||||
mesh.rotation.set(0, 0, 0)
|
||||
}
|
||||
|
||||
export const FenceSystem = () => {
|
||||
const dirtyNodes = useScene((state) => state.dirtyNodes)
|
||||
const clearDirty = useScene((state) => state.clearDirty)
|
||||
|
||||
useFrame(() => {
|
||||
if (dirtyNodes.size === 0) return
|
||||
|
||||
const nodes = useScene.getState().nodes
|
||||
dirtyNodes.forEach((id) => {
|
||||
const node = nodes[id]
|
||||
if (!node || node.type !== 'fence') return
|
||||
updateFenceGeometry(id as FenceNode['id'])
|
||||
clearDirty(id as AnyNodeId)
|
||||
})
|
||||
}, 4)
|
||||
|
||||
return null
|
||||
}
|
||||
Reference in New Issue
Block a user