Move render systems out of core

This commit is contained in:
sudhir
2026-05-01 15:07:47 +05:30
parent eee7af9e25
commit 23eec44714
18 changed files with 126 additions and 109 deletions
@@ -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
}