wall cutout
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@@ -1,18 +1,44 @@
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import { sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import { useRef } from 'react'
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import { float, mix, positionLocal } from 'three/tsl'
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import { Fn, float, fract, length, mix, positionLocal, smoothstep, step, vec2 } from 'three/tsl'
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import { type Mesh, MeshStandardNodeMaterial, Vector3 } from 'three/webgpu'
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import useViewer from '../../store/use-viewer'
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const tmpVec = new Vector3()
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const u = new Vector3()
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const v = new Vector3()
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// Dot pattern shader
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const dotPattern = Fn(() => {
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// Create a repeating grid pattern based on world position
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const scale = float(0.1) // Dot grid spacing (10cm)
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const dotSize = float(0.3) // Size of dots relative to grid
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// Use XY coordinates for pattern on wall face
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const uv = vec2(positionLocal.x, positionLocal.y).div(scale)
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const gridUV = fract(uv)
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// Distance from center of grid cell (creates circular dots)
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const dist = length(gridUV.sub(0.5))
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// Create dots: 1 where we want dots, 0 elsewhere
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const dots = step(dist, dotSize.mul(0.5))
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// Vertical fade: fade out as Y increases (from bottom to top)
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const fadeHeight = float(2.5) // Fade over 2.5 meters
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const yFade = float(1).sub(smoothstep(float(0), fadeHeight, positionLocal.y))
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return dots.mul(yFade)
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})
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const invsibleWallMaterial = new MeshStandardNodeMaterial({
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// opacity: 0.1,
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transparent: true,
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opacityNode: mix(float(1), float(0.1), positionLocal.y.add(0.1)),
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opacityNode: mix(float(0.0), float(0.24), dotPattern()),
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color: 'white',
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depthWrite: false,
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emissive: 'white',
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})
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const wallMaterial = new MeshStandardNodeMaterial({
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color: 'white',
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@@ -21,44 +47,66 @@ const wallMaterial = new MeshStandardNodeMaterial({
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export const WallCutout = () => {
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const lastCameraPosition = useRef(new Vector3())
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const lastCameraTarget = useRef(new Vector3())
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const lastUpdateTime = useRef(0)
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const lastWallMode = useRef<string>(useViewer.getState().wallMode)
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const lastNumberOfWalls = useRef(0)
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useFrame(({ camera }) => {
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useFrame(({ camera, clock }) => {
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const wallMode = useViewer.getState().wallMode
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const currentTime = clock.elapsedTime
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const currentCameraPosition = camera.position
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camera.getWorldDirection(tmpVec)
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tmpVec.add(currentCameraPosition)
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// Throttle: only update if camera moved significantly AND enough time passed
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const distanceMoved = currentCameraPosition.distanceTo(lastCameraPosition.current)
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const directionChanged = tmpVec.distanceTo(lastCameraTarget.current)
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const timeSinceUpdate = currentTime - lastUpdateTime.current
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// Update if moved > 0.5m OR direction changed > 0.3 AND at least 100ms passed
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if (
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!currentCameraPosition.equals(lastCameraPosition.current) ||
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!tmpVec.equals(lastCameraTarget.current)
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((distanceMoved > 0.5 || directionChanged > 0.3) && timeSinceUpdate > 0.1) ||
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lastWallMode.current !== wallMode ||
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sceneRegistry.byType.wall.size !== lastNumberOfWalls.current
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) {
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// Camera has moved, update cutout logic here
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// Update last known positions
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// Update last known positions and time
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lastCameraPosition.current.copy(currentCameraPosition)
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lastCameraTarget.current.copy(tmpVec)
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lastUpdateTime.current = currentTime
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camera.getWorldDirection(u)
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// TODO: Debounce
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const walls = sceneRegistry.byType.wall
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walls.forEach((wallId) => {
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const wallMesh = sceneRegistry.nodes.get(wallId)
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if (!wallMesh) return
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const wallNode = useScene.getState().nodes[wallId as WallNode['id']]
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if (!wallNode || wallNode.type !== 'wall') return
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wallMesh.getWorldDirection(v)
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let hideWall = wallNode.frontSide === 'interior' && wallNode.backSide === 'interior'
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if (v.dot(u) < 0) {
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// Front side
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if (wallNode.frontSide === 'exterior') {
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hideWall = true
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}
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if (wallMode === 'up') {
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hideWall = false
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} else if (wallMode === 'down') {
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hideWall = true
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} else {
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// Back side
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if (wallNode.backSide === 'exterior') {
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hideWall = true
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wallMesh.getWorldDirection(v)
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if (v.dot(u) < 0) {
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// Front side
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if (wallNode.frontSide === 'exterior' && wallNode.backSide !== 'exterior') {
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hideWall = true
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}
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} else {
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// Back side
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if (wallNode.backSide === 'exterior' && wallNode.frontSide !== 'exterior') {
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hideWall = true
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}
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}
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}
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;(wallMesh as Mesh).material = hideWall ? invsibleWallMaterial : wallMaterial
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})
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lastWallMode.current = wallMode
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lastNumberOfWalls.current = sceneRegistry.byType.wall.size
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}
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})
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return null
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