Merge pull request #84 from pascalorg/feat/flood-fill-wall-cut
Feat/flood fill wall cut
This commit is contained in:
@@ -21,6 +21,7 @@ export const ViewerOverlay = () => {
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const showGuides = useViewer((s) => s.showGuides)
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const cameraMode = useViewer((s) => s.cameraMode)
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const levelMode = useViewer((s) => s.levelMode)
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const wallMode = useViewer((s) => s.wallMode)
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const building = selection.buildingId ? (nodes[selection.buildingId] as BuildingNode | undefined) : null
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const level = selection.levelId ? (nodes[selection.levelId] as LevelNode | undefined) : null
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@@ -202,6 +203,38 @@ export const ViewerOverlay = () => {
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Solo
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</button>
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</div>
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{/* Wall Mode */}
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<div className="flex flex-col gap-1 bg-white/80 backdrop-blur-sm rounded-lg p-2 shadow-sm border border-neutral-200">
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<span className="text-xs text-neutral-500 px-2 pb-1">Wall Mode</span>
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<button
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onClick={() => useViewer.getState().setWallMode('cutaway')}
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className={`flex items-center gap-2 px-2 py-1 rounded text-sm transition-colors ${
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wallMode === 'cutaway' ? 'bg-blue-500 text-white' : 'text-neutral-700 hover:bg-neutral-100'
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}`}
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>
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<img alt="Cutaway" height={16} src="/icons/wallcut.png" width={16} className="w-4 h-4" />
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Cutaway
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</button>
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<button
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onClick={() => useViewer.getState().setWallMode('up')}
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className={`flex items-center gap-2 px-2 py-1 rounded text-sm transition-colors ${
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wallMode === 'up' ? 'bg-blue-500 text-white' : 'text-neutral-700 hover:bg-neutral-100'
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}`}
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>
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<img alt="Full Height" height={16} src="/icons/room.png" width={16} className="w-4 h-4" />
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Full Height
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</button>
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<button
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onClick={() => useViewer.getState().setWallMode('down')}
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className={`flex items-center gap-2 px-2 py-1 rounded text-sm transition-colors ${
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wallMode === 'down' ? 'bg-blue-500 text-white' : 'text-neutral-700 hover:bg-neutral-100'
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}`}
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>
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<img alt="Low" height={16} src="/icons/walllow.png" width={16} className="w-4 h-4" />
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Low
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</button>
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</div>
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</div>
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</>
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)
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@@ -1,6 +1,11 @@
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'use client'
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import { initSpatialGridSync, sceneRegistry, useScene } from '@pascal-app/core'
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import {
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initSpaceDetectionSync,
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initSpatialGridSync,
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sceneRegistry,
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useScene,
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} from '@pascal-app/core'
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import { useGridEvents, useViewer, Viewer } from '@pascal-app/viewer'
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import { useFrame } from '@react-three/fiber'
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@@ -10,6 +15,7 @@ import { MathUtils, type Mesh } from 'three'
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import { color, float, fract, fwidth, mix, positionLocal } from 'three/tsl'
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import { MeshBasicNodeMaterial } from 'three/webgpu'
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import { useKeyboard } from '@/hooks/use-keyboard'
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import useEditor from '@/store/use-editor'
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import { ZoneSystem } from '../systems/zone/zone-system'
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import { ToolManager } from '../tools/tool-manager'
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import { ActionMenu } from '../ui/action-menu'
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@@ -23,6 +29,7 @@ import { SelectionManager } from './selection-manager'
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useScene.getState().loadScene()
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console.log('Loaded scene in editor')
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initSpatialGridSync()
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initSpaceDetectionSync(useScene, useEditor)
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export default function Editor() {
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useKeyboard()
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@@ -41,7 +48,7 @@ export default function Editor() {
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{/* Editor only system to toggle zone visibility */}
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<ZoneSystem />
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{/* <Stats /> */}
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<Grid cellColor="#666" sectionColor="#999" fadeDistance={30} />
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<Grid cellColor="#aaa" sectionColor="#ccc" fadeDistance={30} />
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<ToolManager />
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<CustomCameraControls />
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</Viewer>
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@@ -49,7 +56,6 @@ export default function Editor() {
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)
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}
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const Grid = ({
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cellSize = 0.5,
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cellThickness = 0.5,
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@@ -18,11 +18,39 @@ const levelModeLabels: Record<'stacked' | 'exploded' | 'solo', string> = {
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const levelModeOrder: ('stacked' | 'exploded' | 'solo')[] = ['stacked', 'exploded', 'solo']
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type WallMode = 'up' | 'cutaway' | 'down'
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const wallModeConfig: Record<
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WallMode,
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{ icon: React.FC<React.ComponentProps<'img'>>; label: string }
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> = {
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up: {
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icon: (props) => (
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<img alt="Full Height" height={20} src="/icons/room.png" width={20} {...props} />
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),
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label: 'Full Height',
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},
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cutaway: {
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icon: (props) => (
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<img alt="Cutaway" height={20} src="/icons/wallcut.png" width={20} {...props} />
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),
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label: 'Cutaway',
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},
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down: {
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icon: (props) => <img alt="Low" height={20} src="/icons/walllow.png" width={20} {...props} />,
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label: 'Low',
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},
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}
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const wallModeOrder: WallMode[] = ['cutaway', 'up', 'down']
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export function ViewToggles() {
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const cameraMode = useViewer((state) => state.cameraMode)
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const setCameraMode = useViewer((state) => state.setCameraMode)
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const levelMode = useViewer((state) => state.levelMode)
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const setLevelMode = useViewer((state) => state.setLevelMode)
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const wallMode = useViewer((state) => state.wallMode)
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const setWallMode = useViewer((state) => state.setWallMode)
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const showScans = useViewer((state) => state.showScans)
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const setShowScans = useViewer((state) => state.setShowScans)
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const showGuides = useViewer((state) => state.showGuides)
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@@ -43,6 +71,13 @@ export function ViewToggles() {
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if (nextMode) setLevelMode(nextMode)
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}
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const cycleWallMode = () => {
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const currentIndex = wallModeOrder.indexOf(wallMode)
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const nextIndex = (currentIndex + 1) % wallModeOrder.length
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const nextMode = wallModeOrder[nextIndex]
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if (nextMode) setWallMode(nextMode)
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}
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return (
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<div className="flex items-center gap-1">
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{/* Camera Mode */}
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@@ -91,6 +126,31 @@ export function ViewToggles() {
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</TooltipContent>
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</Tooltip>
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{/* Wall Mode */}
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<Tooltip>
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<TooltipTrigger asChild>
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<Button
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className={cn(
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'h-8 w-8 text-zinc-400 transition-all p-0',
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wallMode !== 'cutaway'
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? 'bg-emerald-500/20 text-emerald-400'
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: 'hover:bg-zinc-800',
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)}
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onClick={cycleWallMode}
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size="icon"
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variant="ghost"
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>
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{(() => {
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const Icon = wallModeConfig[wallMode].icon
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return <Icon className="h-5 w-5" />
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})()}
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</Button>
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</TooltipTrigger>
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<TooltipContent>
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<p>Walls: {wallModeConfig[wallMode].label}</p>
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</TooltipContent>
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</Tooltip>
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{/* Show Scans */}
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<Tooltip>
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<TooltipTrigger asChild>
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@@ -1,6 +1,6 @@
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'use client'
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import { type BuildingNode, type ItemNode, type LevelNode, useScene } from '@pascal-app/core'
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import { type BuildingNode, type ItemNode, type LevelNode, type Space, useScene } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { create } from 'zustand'
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import type { AssetInput } from '@pascal-app/core'
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@@ -50,7 +50,7 @@ type EditorState = {
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setMode: (mode: Mode) => void
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tool: Tool | null
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setTool: (tool: Tool | null) => void
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structureLayer: StructureLayer
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structureLayer: StructureLayer
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setStructureLayer: (layer: StructureLayer) => void
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catalogCategory: CatalogCategory | null
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setCatalogCategory: (category: CatalogCategory | null) => void
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@@ -60,6 +60,9 @@ type EditorState = {
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setMovingNode: (node: ItemNode | null) => void
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selectedReferenceId: string | null
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setSelectedReferenceId: (id: string | null) => void
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// Space detection for cutaway mode
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spaces: Record<string, Space>
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setSpaces: (spaces: Record<string, Space>) => void
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}
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const useEditor = create<EditorState>()((set, get) => ({
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@@ -174,6 +177,8 @@ const useEditor = create<EditorState>()((set, get) => ({
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setMovingNode: (node) => set({ movingNode: node }),
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selectedReferenceId: null,
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setSelectedReferenceId: (id) => set({ selectedReferenceId: id }),
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spaces: {},
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setSpaces: (spaces) => set({ spaces }),
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}))
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export default useEditor
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@@ -40,3 +40,5 @@ export { WallSystem } from './systems/wall/wall-system'
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export { isObject } from './utils/types'
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// Asset storage
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export { saveAsset, loadAssetUrl } from './lib/asset-storage'
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// Space detection
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export { detectSpacesForLevel, wallTouchesOthers, initSpaceDetectionSync, type Space } from './lib/space-detection'
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@@ -0,0 +1,641 @@
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import type { WallNode } from '../schema'
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// ============================================================================
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// TYPES
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// ============================================================================
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export type Space = {
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id: string
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levelId: string
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polygon: Array<[number, number]>
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wallIds: string[]
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isExterior: boolean
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}
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// ============================================================================
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// SYNC INITIALIZATION
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// ============================================================================
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/**
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* Initializes space detection sync with scene and editor stores
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* Call this once during app initialization
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*/
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export function initSpaceDetectionSync(
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sceneStore: any, // useScene store
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editorStore: any, // useEditor store
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): () => void {
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const prevWallsByLevel = new Map<string, Set<string>>()
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let isProcessing = false // Prevent re-entrant calls
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// Subscribe to scene changes (standard Zustand subscribe, not selector-based)
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const unsubscribe = sceneStore.subscribe((state: any) => {
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// Skip if already processing to avoid infinite loops
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if (isProcessing) return
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const nodes = state.nodes
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const currentWallsByLevel = new Map<string, Set<string>>()
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// Group walls by level
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for (const node of Object.values(nodes)) {
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if ((node as any).type === 'wall' && (node as any).parentId) {
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const levelId = (node as any).parentId
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if (!currentWallsByLevel.has(levelId)) {
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currentWallsByLevel.set(levelId, new Set())
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}
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currentWallsByLevel.get(levelId)!.add((node as any).id)
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}
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}
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// Check each level for changes
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const levelsToUpdate = new Set<string>()
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// Check for new walls (created)
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for (const [levelId, wallIds] of currentWallsByLevel.entries()) {
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const prevWallIds = prevWallsByLevel.get(levelId)
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if (!prevWallIds) {
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// New level with walls - run detection if there are multiple walls
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if (wallIds.size > 1) {
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levelsToUpdate.add(levelId)
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}
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continue
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}
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// Find newly added walls
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for (const wallId of wallIds) {
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if (!prevWallIds.has(wallId)) {
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// Wall was added - check if it touches other walls
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const wall = nodes[wallId as keyof typeof nodes] as WallNode
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const otherWalls = Array.from(wallIds)
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.filter((id) => id !== wallId)
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.map((id) => nodes[id as keyof typeof nodes] as WallNode)
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.filter(Boolean)
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if (wallTouchesOthers(wall, otherWalls)) {
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levelsToUpdate.add(levelId)
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break
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}
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}
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}
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}
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// Check for deleted walls
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for (const [levelId, prevWallIds] of prevWallsByLevel.entries()) {
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const currentWallIds = currentWallsByLevel.get(levelId)
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if (!currentWallIds) {
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// All walls deleted from level - clear spaces
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if (prevWallIds.size > 0) {
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levelsToUpdate.add(levelId)
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}
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continue
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}
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// Check if any walls were deleted
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for (const wallId of prevWallIds) {
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if (!currentWallIds.has(wallId)) {
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// Wall was deleted - run detection
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levelsToUpdate.add(levelId)
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break
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}
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}
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}
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// Run detection for affected levels
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if (levelsToUpdate.size > 0) {
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isProcessing = true
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try {
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runSpaceDetection(Array.from(levelsToUpdate), sceneStore, editorStore, nodes)
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} finally {
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isProcessing = false
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}
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}
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// Update previous walls reference
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prevWallsByLevel.clear()
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for (const [levelId, wallIds] of currentWallsByLevel.entries()) {
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prevWallsByLevel.set(levelId, wallIds)
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}
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})
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return unsubscribe
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}
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/**
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* Runs space detection for the given levels
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* Updates wall nodes and editor spaces
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*/
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function runSpaceDetection(
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levelIds: string[],
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sceneStore: any,
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editorStore: any,
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nodes: any,
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): void {
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const { updateNode } = sceneStore.getState()
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const { setSpaces } = editorStore.getState()
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const allSpaces: Record<string, any> = {}
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for (const levelId of levelIds) {
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// Get walls for this level
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const walls = Object.values(nodes).filter(
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(node: any) => node.type === 'wall' && node.parentId === levelId,
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) as WallNode[]
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if (walls.length === 0) {
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// No walls - clear any spaces for this level
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continue
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}
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// Run detection
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const { wallUpdates, spaces } = detectSpacesForLevel(levelId, walls)
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// Update wall nodes (only if values changed to avoid infinite loop)
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for (const update of wallUpdates) {
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const wall = nodes[update.wallId as keyof typeof nodes] as WallNode
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if (wall.frontSide !== update.frontSide || wall.backSide !== update.backSide) {
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updateNode(update.wallId as any, {
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frontSide: update.frontSide,
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backSide: update.backSide,
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})
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}
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}
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// Store spaces
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for (const space of spaces) {
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allSpaces[space.id] = space
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}
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}
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// Update editor spaces
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setSpaces(allSpaces)
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}
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type Grid = {
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cells: Map<string, 'empty' | 'wall' | 'exterior' | 'interior'>
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resolution: number
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minX: number
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minZ: number
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maxX: number
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maxZ: number
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width: number
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height: number
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}
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type WallSideUpdate = {
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wallId: string
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frontSide: 'interior' | 'exterior' | 'unknown'
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backSide: 'interior' | 'exterior' | 'unknown'
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}
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// ============================================================================
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// MAIN DETECTION FUNCTION
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// ============================================================================
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/**
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* Detects spaces for a level by flood-filling a grid from the edges
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* Returns wall side updates and detected spaces
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*/
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export function detectSpacesForLevel(
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levelId: string,
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walls: WallNode[],
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gridResolution: number = 0.5, // Match spatial grid cell size
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): {
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wallUpdates: WallSideUpdate[]
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spaces: Space[]
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} {
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if (walls.length === 0) {
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return { wallUpdates: [], spaces: [] }
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}
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// Build grid from walls
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const grid = buildGrid(walls, gridResolution)
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// Flood fill from edges to mark exterior
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floodFillFromEdges(grid)
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// Find interior spaces
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const interiorSpaces = findInteriorSpaces(grid, levelId)
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// Assign wall sides
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const wallUpdates = assignWallSides(walls, grid)
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return {
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wallUpdates,
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spaces: interiorSpaces,
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}
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}
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// ============================================================================
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// GRID BUILDING
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// ============================================================================
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||||
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/**
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* Builds a discrete grid and marks cells occupied by walls
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*/
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function buildGrid(walls: WallNode[], resolution: number): Grid {
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// Find bounds
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let minX = Number.POSITIVE_INFINITY
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let minZ = Number.POSITIVE_INFINITY
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let maxX = Number.NEGATIVE_INFINITY
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let maxZ = Number.NEGATIVE_INFINITY
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for (const wall of walls) {
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minX = Math.min(minX, wall.start[0], wall.end[0])
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minZ = Math.min(minZ, wall.start[1], wall.end[1])
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maxX = Math.max(maxX, wall.start[0], wall.end[0])
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||||
maxZ = Math.max(maxZ, wall.start[1], wall.end[1])
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}
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||||
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||||
// Add padding around bounds
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||||
const padding = 2 // meters
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||||
minX -= padding
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||||
minZ -= padding
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||||
maxX += padding
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||||
maxZ += padding
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||||
|
||||
const width = Math.ceil((maxX - minX) / resolution)
|
||||
const height = Math.ceil((maxZ - minZ) / resolution)
|
||||
|
||||
const grid: Grid = {
|
||||
cells: new Map(),
|
||||
resolution,
|
||||
minX,
|
||||
minZ,
|
||||
maxX,
|
||||
maxZ,
|
||||
width,
|
||||
height,
|
||||
}
|
||||
|
||||
// Mark wall cells
|
||||
for (const wall of walls) {
|
||||
markWallCells(grid, wall)
|
||||
}
|
||||
|
||||
return grid
|
||||
}
|
||||
|
||||
/**
|
||||
* Marks all grid cells occupied by a wall using line rasterization
|
||||
* Uses denser sampling to ensure continuous barriers
|
||||
*/
|
||||
function markWallCells(grid: Grid, wall: WallNode): void {
|
||||
const thickness = wall.thickness ?? 0.2
|
||||
const halfThickness = thickness / 2
|
||||
|
||||
const [x1, z1] = wall.start
|
||||
const [x2, z2] = wall.end
|
||||
|
||||
// Wall direction vector
|
||||
const dx = x2 - x1
|
||||
const dz = z2 - z1
|
||||
const len = Math.sqrt(dx * dx + dz * dz)
|
||||
if (len < 0.001) return
|
||||
|
||||
// Normalized direction and perpendicular
|
||||
const dirX = dx / len
|
||||
const dirZ = dz / len
|
||||
const perpX = -dirZ
|
||||
const perpZ = dirX
|
||||
|
||||
// Denser sampling along wall length (at least 2x resolution)
|
||||
const steps = Math.max(Math.ceil(len / (grid.resolution * 0.5)), 2)
|
||||
for (let i = 0; i <= steps; i++) {
|
||||
const t = i / steps
|
||||
const x = x1 + dx * t
|
||||
const z = z1 + dz * t
|
||||
|
||||
// Denser sampling across wall thickness
|
||||
const thicknessSteps = Math.max(Math.ceil(thickness / (grid.resolution * 0.5)), 2)
|
||||
for (let j = 0; j <= thicknessSteps; j++) {
|
||||
const offset = (j / thicknessSteps - 0.5) * thickness
|
||||
const wx = x + perpX * offset
|
||||
const wz = z + perpZ * offset
|
||||
|
||||
const key = getCellKey(grid, wx, wz)
|
||||
if (key) {
|
||||
grid.cells.set(key, 'wall')
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// FLOOD FILL
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Flood fills from all edge cells to mark exterior space
|
||||
*/
|
||||
function floodFillFromEdges(grid: Grid): void {
|
||||
const queue: string[] = []
|
||||
|
||||
// Add all edge cells to queue
|
||||
for (let x = 0; x < grid.width; x++) {
|
||||
for (let z = 0; z < grid.height; z++) {
|
||||
// Only process edge cells
|
||||
if (x === 0 || x === grid.width - 1 || z === 0 || z === grid.height - 1) {
|
||||
const key = getCellKeyFromIndex(x, z, grid.width)
|
||||
const cell = grid.cells.get(key)
|
||||
if (cell !== 'wall') {
|
||||
grid.cells.set(key, 'exterior')
|
||||
queue.push(key)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Flood fill
|
||||
while (queue.length > 0) {
|
||||
const key = queue.shift()!
|
||||
const [x, z] = parseCellKey(key)
|
||||
|
||||
// Check 4 neighbors
|
||||
const neighbors: [number, number][] = [
|
||||
[x + 1, z],
|
||||
[x - 1, z],
|
||||
[x, z + 1],
|
||||
[x, z - 1],
|
||||
]
|
||||
|
||||
for (const [nx, nz] of neighbors) {
|
||||
if (nx < 0 || nx >= grid.width || nz < 0 || nz >= grid.height) continue
|
||||
|
||||
const nKey = getCellKeyFromIndex(nx, nz, grid.width)
|
||||
const cell = grid.cells.get(nKey)
|
||||
|
||||
if (cell !== 'wall' && cell !== 'exterior') {
|
||||
grid.cells.set(nKey, 'exterior')
|
||||
queue.push(nKey)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// INTERIOR SPACE DETECTION
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Finds all interior spaces (connected regions not marked as exterior or wall)
|
||||
*/
|
||||
function findInteriorSpaces(grid: Grid, levelId: string): Space[] {
|
||||
const spaces: Space[] = []
|
||||
const visited = new Set<string>()
|
||||
|
||||
// Scan grid for interior cells
|
||||
for (let x = 0; x < grid.width; x++) {
|
||||
for (let z = 0; z < grid.height; z++) {
|
||||
const key = getCellKeyFromIndex(x, z, grid.width)
|
||||
if (visited.has(key)) continue
|
||||
|
||||
const cell = grid.cells.get(key)
|
||||
if (cell === 'wall' || cell === 'exterior') {
|
||||
visited.add(key)
|
||||
continue
|
||||
}
|
||||
|
||||
// Found interior cell - flood fill to find full space
|
||||
const spaceCells = new Set<string>()
|
||||
const queue = [key]
|
||||
visited.add(key)
|
||||
spaceCells.add(key)
|
||||
// Mark the seed cell as interior in the grid
|
||||
grid.cells.set(key, 'interior')
|
||||
|
||||
while (queue.length > 0) {
|
||||
const curKey = queue.shift()!
|
||||
const [cx, cz] = parseCellKey(curKey)
|
||||
|
||||
const neighbors: [number, number][] = [
|
||||
[cx + 1, cz],
|
||||
[cx - 1, cz],
|
||||
[cx, cz + 1],
|
||||
[cx, cz - 1],
|
||||
]
|
||||
|
||||
for (const [nx, nz] of neighbors) {
|
||||
if (nx < 0 || nx >= grid.width || nz < 0 || nz >= grid.height) continue
|
||||
|
||||
const nKey = getCellKeyFromIndex(nx, nz, grid.width)
|
||||
if (visited.has(nKey)) continue
|
||||
|
||||
const nCell = grid.cells.get(nKey)
|
||||
if (nCell === 'wall' || nCell === 'exterior') {
|
||||
visited.add(nKey)
|
||||
continue
|
||||
}
|
||||
|
||||
visited.add(nKey)
|
||||
spaceCells.add(nKey)
|
||||
// Mark as interior in grid
|
||||
grid.cells.set(nKey, 'interior')
|
||||
queue.push(nKey)
|
||||
}
|
||||
}
|
||||
|
||||
// Create space from cells
|
||||
const polygon = extractPolygonFromCells(spaceCells, grid)
|
||||
spaces.push({
|
||||
id: `space-${spaces.length}`,
|
||||
levelId,
|
||||
polygon,
|
||||
wallIds: [],
|
||||
isExterior: false,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
return spaces
|
||||
}
|
||||
|
||||
/**
|
||||
* Extracts a simplified polygon from a set of grid cells
|
||||
* Returns bounding box for now (can be improved to trace actual boundary)
|
||||
*/
|
||||
function extractPolygonFromCells(cells: Set<string>, grid: Grid): Array<[number, number]> {
|
||||
let minX = Number.POSITIVE_INFINITY
|
||||
let minZ = Number.POSITIVE_INFINITY
|
||||
let maxX = Number.NEGATIVE_INFINITY
|
||||
let maxZ = Number.NEGATIVE_INFINITY
|
||||
|
||||
for (const key of cells) {
|
||||
const [x, z] = parseCellKey(key)
|
||||
const worldX = grid.minX + x * grid.resolution
|
||||
const worldZ = grid.minZ + z * grid.resolution
|
||||
|
||||
minX = Math.min(minX, worldX)
|
||||
minZ = Math.min(minZ, worldZ)
|
||||
maxX = Math.max(maxX, worldX)
|
||||
maxZ = Math.max(maxZ, worldZ)
|
||||
}
|
||||
|
||||
// Return bounding box as polygon
|
||||
return [
|
||||
[minX, minZ],
|
||||
[maxX, minZ],
|
||||
[maxX, maxZ],
|
||||
[minX, maxZ],
|
||||
]
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// WALL SIDE ASSIGNMENT
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Assigns front/back side classification to each wall based on grid
|
||||
*/
|
||||
function assignWallSides(walls: WallNode[], grid: Grid): WallSideUpdate[] {
|
||||
const updates: WallSideUpdate[] = []
|
||||
|
||||
for (const wall of walls) {
|
||||
const thickness = wall.thickness ?? 0.2
|
||||
const [x1, z1] = wall.start
|
||||
const [x2, z2] = wall.end
|
||||
|
||||
// Wall direction and perpendicular
|
||||
const dx = x2 - x1
|
||||
const dz = z2 - z1
|
||||
const len = Math.sqrt(dx * dx + dz * dz)
|
||||
if (len < 0.001) continue
|
||||
|
||||
const perpX = -dz / len
|
||||
const perpZ = dx / len
|
||||
|
||||
// Sample point on front side (perpendicular direction)
|
||||
const midX = (x1 + x2) / 2
|
||||
const midZ = (z1 + z2) / 2
|
||||
// Sample beyond wall thickness + one full grid cell to ensure we're in the next cell
|
||||
const offset = thickness / 2 + grid.resolution
|
||||
|
||||
const frontX = midX + perpX * offset
|
||||
const frontZ = midZ + perpZ * offset
|
||||
const backX = midX - perpX * offset
|
||||
const backZ = midZ - perpZ * offset
|
||||
|
||||
// Check what space each side faces
|
||||
const frontKey = getCellKey(grid, frontX, frontZ)
|
||||
const backKey = getCellKey(grid, backX, backZ)
|
||||
|
||||
const frontCell = frontKey ? grid.cells.get(frontKey) : undefined
|
||||
const backCell = backKey ? grid.cells.get(backKey) : undefined
|
||||
|
||||
const frontSide = classifySide(frontCell)
|
||||
const backSide = classifySide(backCell)
|
||||
|
||||
updates.push({
|
||||
wallId: wall.id,
|
||||
frontSide,
|
||||
backSide,
|
||||
})
|
||||
}
|
||||
|
||||
return updates
|
||||
}
|
||||
|
||||
/**
|
||||
* Classifies a cell as interior, exterior, or unknown
|
||||
*/
|
||||
function classifySide(cell: string | undefined): 'interior' | 'exterior' | 'unknown' {
|
||||
if (cell === 'exterior') return 'exterior'
|
||||
if (cell === 'interior') return 'interior'
|
||||
// Wall cells or out-of-bounds (undefined) are unknown
|
||||
return 'unknown'
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// GRID UTILITIES
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Gets grid cell key from world coordinates
|
||||
*/
|
||||
function getCellKey(grid: Grid, x: number, z: number): string | null {
|
||||
const cellX = Math.floor((x - grid.minX) / grid.resolution)
|
||||
const cellZ = Math.floor((z - grid.minZ) / grid.resolution)
|
||||
|
||||
if (cellX < 0 || cellX >= grid.width || cellZ < 0 || cellZ >= grid.height) {
|
||||
return null
|
||||
}
|
||||
|
||||
return `${cellX},${cellZ}`
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets cell key from grid indices
|
||||
*/
|
||||
function getCellKeyFromIndex(x: number, z: number, width: number): string {
|
||||
return `${x},${z}`
|
||||
}
|
||||
|
||||
/**
|
||||
* Parses cell key back to indices
|
||||
*/
|
||||
function parseCellKey(key: string): [number, number] {
|
||||
const parts = key.split(',')
|
||||
return [Number.parseInt(parts[0]!, 10), Number.parseInt(parts[1]!, 10)]
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// WALL CONNECTIVITY DETECTION
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Checks if a wall touches any other walls
|
||||
* Used to determine if space detection should run
|
||||
*/
|
||||
export function wallTouchesOthers(wall: WallNode, otherWalls: WallNode[]): boolean {
|
||||
const threshold = 0.1 // 10cm connection threshold
|
||||
|
||||
for (const other of otherWalls) {
|
||||
if (other.id === wall.id) continue
|
||||
|
||||
// Check if any endpoint of wall is close to any endpoint or segment of other
|
||||
if (
|
||||
distanceToSegment(wall.start, other.start, other.end) < threshold ||
|
||||
distanceToSegment(wall.end, other.start, other.end) < threshold ||
|
||||
distanceToSegment(other.start, wall.start, wall.end) < threshold ||
|
||||
distanceToSegment(other.end, wall.start, wall.end) < threshold
|
||||
) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
|
||||
/**
|
||||
* Distance from point to line segment
|
||||
*/
|
||||
function distanceToSegment(
|
||||
point: [number, number],
|
||||
segStart: [number, number],
|
||||
segEnd: [number, number],
|
||||
): number {
|
||||
const [px, pz] = point
|
||||
const [x1, z1] = segStart
|
||||
const [x2, z2] = segEnd
|
||||
|
||||
const dx = x2 - x1
|
||||
const dz = z2 - z1
|
||||
const lenSq = dx * dx + dz * dz
|
||||
|
||||
if (lenSq < 0.0001) {
|
||||
// Segment is a point
|
||||
const dpx = px - x1
|
||||
const dpz = pz - z1
|
||||
return Math.sqrt(dpx * dpx + dpz * dpz)
|
||||
}
|
||||
|
||||
// Project point onto line
|
||||
const t = Math.max(0, Math.min(1, ((px - x1) * dx + (pz - z1) * dz) / lenSq))
|
||||
const projX = x1 + t * dx
|
||||
const projZ = z1 + t * dz
|
||||
|
||||
const distX = px - projX
|
||||
const distZ = pz - projZ
|
||||
|
||||
return Math.sqrt(distX * distX + distZ * distZ)
|
||||
}
|
||||
@@ -16,6 +16,9 @@ export const WallNode = BaseNode.extend({
|
||||
// e.g., start/end points for path
|
||||
start: z.tuple([z.number(), z.number()]),
|
||||
end: z.tuple([z.number(), z.number()]),
|
||||
// Space detection for cutaway mode
|
||||
frontSide: z.enum(['interior', 'exterior', 'unknown']).default('unknown'),
|
||||
backSide: z.enum(['interior', 'exterior', 'unknown']).default('unknown'),
|
||||
}).describe(
|
||||
dedent`
|
||||
Wall node - used to represent a wall in the building
|
||||
@@ -24,6 +27,8 @@ export const WallNode = BaseNode.extend({
|
||||
- start: start point of the wall in level coordinate system
|
||||
- end: end point of the wall in level coordinate system
|
||||
- size: size of the wall in grid units
|
||||
- frontSide: whether the front side faces interior, exterior, or unknown
|
||||
- backSide: whether the back side faces interior, exterior, or unknown
|
||||
`,
|
||||
)
|
||||
export type WallNode = z.infer<typeof WallNode>
|
||||
|
||||
@@ -38,6 +38,7 @@ export const WallSystem = () => {
|
||||
const node = nodes[id]
|
||||
if (!node || node.type !== 'wall') return
|
||||
|
||||
console.log('wall front/back', node.frontSide, node.backSide)
|
||||
const levelId = node.parentId
|
||||
if (!levelId) return
|
||||
|
||||
|
||||
@@ -9,17 +9,17 @@ import { useNodeEvents } from '../../../hooks/use-node-events'
|
||||
// Shared materials to avoid creating new instances for every mesh
|
||||
const defaultMaterial = new MeshStandardNodeMaterial({
|
||||
color: 0xffffff,
|
||||
roughness: 0.8,
|
||||
roughness: 1,
|
||||
metalness: 0,
|
||||
})
|
||||
|
||||
const glassMaterial = new MeshStandardNodeMaterial({
|
||||
name: 'glass',
|
||||
color: 'skyblue',
|
||||
color: 'lightgray',
|
||||
roughness: 0.8,
|
||||
metalness: 0,
|
||||
transparent: true,
|
||||
opacity: 0.25,
|
||||
opacity: 0.35,
|
||||
side: DoubleSide,
|
||||
depthWrite: false,
|
||||
})
|
||||
|
||||
@@ -15,7 +15,6 @@ export const WallRenderer = ({ node }: { node: WallNode }) => {
|
||||
<mesh ref={ref} castShadow receiveShadow visible={node.visible}>
|
||||
{/* WallSystem will replace this geometry in the next frame */}
|
||||
<boxGeometry args={[0, 0, 0]} />
|
||||
<meshStandardMaterial color="white" />
|
||||
<mesh name="collision-mesh" {...handlers} visible={false}>
|
||||
<boxGeometry args={[0, 0, 0]} />
|
||||
</mesh>
|
||||
|
||||
@@ -7,6 +7,7 @@ import * as THREE from 'three/webgpu'
|
||||
import { GuideSystem } from '../../systems/guide/guide-system'
|
||||
import { LevelSystem } from '../../systems/level/level-system'
|
||||
import { ScanSystem } from '../../systems/scan/scan-system'
|
||||
import { WallCutout } from '../../systems/wall/wall-cutout'
|
||||
import { SceneRenderer } from '../renderers/scene-renderer'
|
||||
import { Lights } from './lights'
|
||||
import PostProcessing from './post-processing'
|
||||
@@ -27,12 +28,12 @@ interface ViewerProps {
|
||||
const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default' }) => {
|
||||
return (
|
||||
<Canvas
|
||||
className={'bg-[#303035]'}
|
||||
className={'bg-[#fafafa]'}
|
||||
gl={async (props) => {
|
||||
const renderer = new THREE.WebGPURenderer(props as any)
|
||||
await renderer.init()
|
||||
renderer.toneMapping = THREE.ACESFilmicToneMapping
|
||||
renderer.toneMappingExposure = 1.2
|
||||
renderer.toneMappingExposure = 0.9
|
||||
return renderer
|
||||
}}
|
||||
shadows={{
|
||||
@@ -41,7 +42,7 @@ const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default'
|
||||
}}
|
||||
camera={{ position: [50, 50, 50], fov: 50 }}
|
||||
>
|
||||
<color attach="background" args={['#ececec']} />
|
||||
<color attach="background" args={['#fafafa']} />
|
||||
<ViewerCamera />
|
||||
|
||||
{/* <directionalLight position={[10, 10, 5]} intensity={0.5} castShadow
|
||||
@@ -55,6 +56,7 @@ const Viewer: React.FC<ViewerProps> = ({ children, selectionManager = 'default'
|
||||
<LevelSystem />
|
||||
<GuideSystem />
|
||||
<ScanSystem />
|
||||
<WallCutout />
|
||||
{/* Core systems */}
|
||||
<CeilingSystem />
|
||||
<ItemSystem />
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
import { Environment } from '@react-three/drei'
|
||||
import { useRef } from 'react'
|
||||
import type { DirectionalLight, OrthographicCamera } from 'three/webgpu'
|
||||
|
||||
@@ -12,30 +11,42 @@ export function Lights() {
|
||||
|
||||
return (
|
||||
<>
|
||||
<directionalLight
|
||||
ref={lightRef}
|
||||
position={[10, 10, 10]}
|
||||
castShadow
|
||||
intensity={1}
|
||||
shadow-bias={-0.002}
|
||||
shadow-normalBias={0.3}
|
||||
shadow-mapSize={[1024, 1024]}
|
||||
shadow-radius={3}
|
||||
>
|
||||
<orthographicCamera
|
||||
ref={shadowCamera}
|
||||
attach="shadow-camera"
|
||||
near={1}
|
||||
far={100}
|
||||
left={-shadowCameraSize}
|
||||
right={shadowCameraSize}
|
||||
top={shadowCameraSize}
|
||||
bottom={-shadowCameraSize}
|
||||
/>
|
||||
</directionalLight>
|
||||
<directionalLight
|
||||
ref={lightRef}
|
||||
position={[10, 10, 10]}
|
||||
castShadow
|
||||
intensity={4}
|
||||
shadow-bias={-0.002}
|
||||
shadow-normalBias={0.3}
|
||||
shadow-mapSize={[1024, 1024]}
|
||||
shadow-radius={3}
|
||||
shadow-intensity={0.4}
|
||||
>
|
||||
<orthographicCamera
|
||||
ref={shadowCamera}
|
||||
attach="shadow-camera"
|
||||
near={1}
|
||||
far={100}
|
||||
left={-shadowCameraSize}
|
||||
right={shadowCameraSize}
|
||||
top={shadowCameraSize}
|
||||
bottom={-shadowCameraSize}
|
||||
/>
|
||||
</directionalLight>
|
||||
|
||||
<ambientLight intensity={0.2} />
|
||||
<Environment preset="sunset" environmentIntensity={0.4} />
|
||||
<directionalLight
|
||||
position={[-10, 10, -10]}
|
||||
intensity={0.75}
|
||||
/>
|
||||
|
||||
<directionalLight
|
||||
position={[-10, 10, 10]}
|
||||
intensity={1}
|
||||
/>
|
||||
|
||||
<ambientLight intensity={0.5}
|
||||
color='white' />
|
||||
{/* <Environment preset="sunset" environmentIntensity={0.4} /> */}
|
||||
</>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -1,99 +1,186 @@
|
||||
import { useFrame, useThree } from "@react-three/fiber";
|
||||
import { useEffect, useRef } from "react";
|
||||
import { Color } from "three";
|
||||
import { outline } from "three/addons/tsl/display/OutlineNode.js";
|
||||
import { oscSine, pass, time, uniform } from "three/tsl";
|
||||
import { PostProcessing, type WebGPURenderer } from "three/webgpu";
|
||||
import useViewer from "../../store/use-viewer";
|
||||
import { useFrame, useThree } from '@react-three/fiber'
|
||||
import { useEffect, useRef } from 'react'
|
||||
import { Color, UnsignedByteType } from 'three'
|
||||
import { outline } from 'three/addons/tsl/display/OutlineNode.js'
|
||||
import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
|
||||
import { traa } from 'three/addons/tsl/display/TRAANode.js'
|
||||
import {
|
||||
add,
|
||||
colorToDirection,
|
||||
diffuseColor,
|
||||
directionToColor,
|
||||
mrt,
|
||||
normalView,
|
||||
oscSine,
|
||||
output,
|
||||
pass,
|
||||
sample,
|
||||
time,
|
||||
uniform,
|
||||
vec4,
|
||||
velocity,
|
||||
} from 'three/tsl'
|
||||
import { PostProcessing, type WebGPURenderer } from 'three/webgpu'
|
||||
import useViewer from '../../store/use-viewer'
|
||||
|
||||
// SSGI Parameters - adjust these to fine-tune global illumination and ambient occlusion
|
||||
export const SSGI_PARAMS = {
|
||||
enabled: true,
|
||||
sliceCount: 2,
|
||||
stepCount: 8,
|
||||
radius: 2,
|
||||
expFactor: 2,
|
||||
thickness: 0.5,
|
||||
backfaceLighting: 0.5,
|
||||
aoIntensity: 1.5,
|
||||
giIntensity: 0.5,
|
||||
useLinearThickness: false,
|
||||
useScreenSpaceSampling: true,
|
||||
useTemporalFiltering: true,
|
||||
}
|
||||
|
||||
const PostProcessingPasses = () => {
|
||||
const { gl: renderer, scene, camera } = useThree();
|
||||
const postProcessingRef = useRef<PostProcessing | null>(null);
|
||||
const { gl: renderer, scene, camera } = useThree()
|
||||
const postProcessingRef = useRef<PostProcessing | null>(null)
|
||||
|
||||
useEffect(() => {
|
||||
if (!renderer || !scene || !camera) {
|
||||
return;
|
||||
return
|
||||
}
|
||||
|
||||
const scenePass = pass(scene, camera);
|
||||
// Scene pass with MRT for SSGI
|
||||
const scenePass = pass(scene, camera)
|
||||
scenePass.setMRT(
|
||||
mrt({
|
||||
output: output,
|
||||
diffuseColor: diffuseColor,
|
||||
normal: directionToColor(normalView),
|
||||
velocity: velocity,
|
||||
}),
|
||||
)
|
||||
|
||||
// Get texture outputs
|
||||
const scenePassColor = scenePass.getTextureNode('output')
|
||||
const scenePassDiffuse = scenePass.getTextureNode('diffuseColor')
|
||||
const scenePassDepth = scenePass.getTextureNode('depth')
|
||||
const scenePassNormal = scenePass.getTextureNode('normal')
|
||||
const scenePassVelocity = scenePass.getTextureNode('velocity')
|
||||
|
||||
// Optimize texture bandwidth
|
||||
const diffuseTexture = scenePass.getTexture('diffuseColor')
|
||||
diffuseTexture.type = UnsignedByteType
|
||||
|
||||
const normalTexture = scenePass.getTexture('normal')
|
||||
normalTexture.type = UnsignedByteType
|
||||
|
||||
// Extract normal from color-encoded texture
|
||||
const sceneNormal = sample((uv) => {
|
||||
return colorToDirection(scenePassNormal.sample(uv))
|
||||
})
|
||||
|
||||
// SSGI Pass (cast to PerspectiveCamera for SSGI)
|
||||
const giPass = ssgi(scenePassColor, scenePassDepth, sceneNormal, camera as any)
|
||||
giPass.sliceCount.value = SSGI_PARAMS.sliceCount
|
||||
giPass.stepCount.value = SSGI_PARAMS.stepCount
|
||||
giPass.radius.value = SSGI_PARAMS.radius
|
||||
giPass.expFactor.value = SSGI_PARAMS.expFactor
|
||||
giPass.thickness.value = SSGI_PARAMS.thickness
|
||||
giPass.backfaceLighting.value = SSGI_PARAMS.backfaceLighting
|
||||
giPass.aoIntensity.value = SSGI_PARAMS.aoIntensity
|
||||
giPass.giIntensity.value = SSGI_PARAMS.giIntensity
|
||||
giPass.useLinearThickness.value = SSGI_PARAMS.useLinearThickness
|
||||
giPass.useScreenSpaceSampling.value = SSGI_PARAMS.useScreenSpaceSampling
|
||||
giPass.useTemporalFiltering = SSGI_PARAMS.useTemporalFiltering
|
||||
|
||||
// Extract GI and AO from SSGI pass
|
||||
const gi = giPass.rgb
|
||||
const ao = giPass.a
|
||||
|
||||
// Composite: scene * AO + diffuse * GI
|
||||
const compositePass = vec4(
|
||||
add(scenePassColor.rgb.mul(ao), scenePassDiffuse.rgb.mul(gi)),
|
||||
scenePassColor.a,
|
||||
)
|
||||
|
||||
// TRAA (Temporal Reprojection Anti-Aliasing)
|
||||
const traaPass = traa(compositePass, scenePassDepth, scenePassVelocity, camera)
|
||||
|
||||
function generateSelectedOutlinePass() {
|
||||
const edgeStrength = uniform(3);
|
||||
const edgeGlow = uniform(0);
|
||||
const edgeThickness = uniform(1);
|
||||
const visibleEdgeColor = uniform(new Color(0xffffff));
|
||||
const hiddenEdgeColor = uniform(new Color(0xf3ff47));
|
||||
const edgeStrength = uniform(3)
|
||||
const edgeGlow = uniform(0)
|
||||
const edgeThickness = uniform(1)
|
||||
const visibleEdgeColor = uniform(new Color(0xffffff))
|
||||
const hiddenEdgeColor = uniform(new Color(0xf3ff47))
|
||||
|
||||
const outlinePass = outline(scene, camera, {
|
||||
selectedObjects: useViewer.getState().outliner.selectedObjects,
|
||||
edgeGlow,
|
||||
edgeThickness,
|
||||
});
|
||||
const { visibleEdge, hiddenEdge } = outlinePass;
|
||||
})
|
||||
const { visibleEdge, hiddenEdge } = outlinePass
|
||||
|
||||
const outlineColor = visibleEdge
|
||||
.mul(visibleEdgeColor)
|
||||
.add(hiddenEdge.mul(hiddenEdgeColor))
|
||||
.mul(edgeStrength);
|
||||
.mul(edgeStrength)
|
||||
|
||||
return outlineColor;
|
||||
return outlineColor
|
||||
}
|
||||
function generateHoverOutlinePass() {
|
||||
const edgeStrength = uniform(5);
|
||||
const edgeGlow = uniform(0.5);
|
||||
const edgeThickness = uniform(1.5);
|
||||
const pulsePeriod = uniform(3);
|
||||
const visibleEdgeColor = uniform(new Color(0x00aaff));
|
||||
const hiddenEdgeColor = uniform(new Color(0xf3ff47));
|
||||
const edgeStrength = uniform(5)
|
||||
const edgeGlow = uniform(0.5)
|
||||
const edgeThickness = uniform(1.5)
|
||||
const pulsePeriod = uniform(3)
|
||||
const visibleEdgeColor = uniform(new Color(0x00aaff))
|
||||
const hiddenEdgeColor = uniform(new Color(0xf3ff47))
|
||||
|
||||
const outlinePass = outline(scene, camera, {
|
||||
selectedObjects: useViewer.getState().outliner.hoveredObjects,
|
||||
edgeGlow,
|
||||
edgeThickness,
|
||||
});
|
||||
const { visibleEdge, hiddenEdge } = outlinePass;
|
||||
})
|
||||
const { visibleEdge, hiddenEdge } = outlinePass
|
||||
|
||||
const period = time.div(pulsePeriod).mul(2);
|
||||
const osc = oscSine(period).mul(0.5).add(0.5); // osc [ 0.5, 1.0 ]
|
||||
const period = time.div(pulsePeriod).mul(2)
|
||||
const osc = oscSine(period).mul(0.5).add(0.5) // osc [ 0.5, 1.0 ]
|
||||
|
||||
const outlineColor = visibleEdge
|
||||
.mul(visibleEdgeColor)
|
||||
.add(hiddenEdge.mul(hiddenEdgeColor))
|
||||
.mul(edgeStrength);
|
||||
const outlinePulse = pulsePeriod
|
||||
.greaterThan(0)
|
||||
.select(outlineColor.mul(osc), outlineColor);
|
||||
return outlinePulse;
|
||||
.mul(edgeStrength)
|
||||
const outlinePulse = pulsePeriod.greaterThan(0).select(outlineColor.mul(osc), outlineColor)
|
||||
return outlinePulse
|
||||
}
|
||||
|
||||
// Setup post-processing
|
||||
const postProcessing = new PostProcessing(
|
||||
renderer as unknown as WebGPURenderer,
|
||||
);
|
||||
const postProcessing = new PostProcessing(renderer as unknown as WebGPURenderer)
|
||||
|
||||
const selectedOutlinePass = generateSelectedOutlinePass();
|
||||
const hoverOutlinePass = generateHoverOutlinePass();
|
||||
const selectedOutlinePass = generateSelectedOutlinePass()
|
||||
const hoverOutlinePass = generateHoverOutlinePass()
|
||||
|
||||
postProcessing.outputNode = selectedOutlinePass
|
||||
.add(hoverOutlinePass)
|
||||
.add(scenePass);
|
||||
postProcessingRef.current = postProcessing;
|
||||
// Combine SSGI output with outlines
|
||||
const finalOutput = SSGI_PARAMS.enabled
|
||||
? selectedOutlinePass.add(hoverOutlinePass).add(traaPass)
|
||||
: selectedOutlinePass.add(hoverOutlinePass).add(scenePassColor)
|
||||
|
||||
postProcessing.outputNode = finalOutput
|
||||
postProcessingRef.current = postProcessing
|
||||
|
||||
return () => {
|
||||
if (postProcessingRef.current) {
|
||||
postProcessingRef.current.dispose();
|
||||
postProcessingRef.current.dispose()
|
||||
}
|
||||
postProcessingRef.current = null;
|
||||
};
|
||||
}, [renderer, scene, camera]);
|
||||
postProcessingRef.current = null
|
||||
}
|
||||
}, [renderer, scene, camera])
|
||||
|
||||
useFrame(() => {
|
||||
if (postProcessingRef.current) {
|
||||
postProcessingRef.current.render();
|
||||
postProcessingRef.current.render()
|
||||
}
|
||||
}, 1);
|
||||
}, 1)
|
||||
|
||||
return null;
|
||||
};
|
||||
return null
|
||||
}
|
||||
|
||||
export default PostProcessingPasses;
|
||||
export default PostProcessingPasses
|
||||
|
||||
@@ -24,32 +24,35 @@ type Outliner = {
|
||||
};
|
||||
|
||||
type ViewerState = {
|
||||
selection: SelectionPath;
|
||||
hoveredId: AnyNode["id"] | ZoneNode["id"] | null;
|
||||
setHoveredId: (id: AnyNode["id"] | ZoneNode["id"] | null) => void;
|
||||
selection: SelectionPath
|
||||
hoveredId: AnyNode['id'] | ZoneNode['id'] | null
|
||||
setHoveredId: (id: AnyNode['id'] | ZoneNode['id'] | null) => void
|
||||
|
||||
cameraMode: "perspective" | "orthographic";
|
||||
setCameraMode: (mode: "perspective" | "orthographic") => void;
|
||||
cameraMode: 'perspective' | 'orthographic'
|
||||
setCameraMode: (mode: 'perspective' | 'orthographic') => void
|
||||
|
||||
levelMode: "stacked" | "exploded" | "solo" | "manual";
|
||||
setLevelMode: (mode: "stacked" | "exploded" | "solo" | "manual") => void;
|
||||
levelMode: 'stacked' | 'exploded' | 'solo' | 'manual'
|
||||
setLevelMode: (mode: 'stacked' | 'exploded' | 'solo' | 'manual') => void
|
||||
|
||||
showScans: boolean;
|
||||
setShowScans: (show: boolean) => void;
|
||||
wallMode: 'up' | 'cutaway' | 'down'
|
||||
setWallMode: (mode: 'up' | 'cutaway' | 'down') => void
|
||||
|
||||
showGuides: boolean;
|
||||
setShowGuides: (show: boolean) => void;
|
||||
showScans: boolean
|
||||
setShowScans: (show: boolean) => void
|
||||
|
||||
showGuides: boolean
|
||||
setShowGuides: (show: boolean) => void
|
||||
|
||||
// Smart selection update
|
||||
setSelection: (updates: Partial<SelectionPath>) => void;
|
||||
resetSelection: () => void;
|
||||
setSelection: (updates: Partial<SelectionPath>) => void
|
||||
resetSelection: () => void
|
||||
|
||||
outliner: Outliner; // No setter as we will manipulate directly the arrays
|
||||
outliner: Outliner // No setter as we will manipulate directly the arrays
|
||||
|
||||
// Export functionality
|
||||
exportScene: (() => Promise<void>) | null;
|
||||
setExportScene: (fn: (() => Promise<void>) | null) => void;
|
||||
};
|
||||
exportScene: (() => Promise<void>) | null
|
||||
setExportScene: (fn: (() => Promise<void>) | null) => void
|
||||
}
|
||||
|
||||
const useViewer = create<ViewerState>()((set, get) => ({
|
||||
selection: { buildingId: null, levelId: null, zoneId: null, selectedIds: [] },
|
||||
@@ -62,6 +65,9 @@ const useViewer = create<ViewerState>()((set, get) => ({
|
||||
levelMode: "stacked",
|
||||
setLevelMode: (mode) => set({ levelMode: mode }),
|
||||
|
||||
wallMode: 'cutaway',
|
||||
setWallMode: (mode) => set({ wallMode: mode }),
|
||||
|
||||
showScans: true,
|
||||
setShowScans: (show) => set({ showScans: show }),
|
||||
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
import { sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
|
||||
import { useFrame } from '@react-three/fiber'
|
||||
import { useRef } from 'react'
|
||||
import { Fn, float, fract, length, mix, positionLocal, smoothstep, step, vec2 } from 'three/tsl'
|
||||
|
||||
import { type Mesh, MeshStandardNodeMaterial, Vector3 } from 'three/webgpu'
|
||||
import useViewer from '../../store/use-viewer'
|
||||
|
||||
const tmpVec = new Vector3()
|
||||
const u = new Vector3()
|
||||
const v = new Vector3()
|
||||
|
||||
// Dot pattern shader
|
||||
const dotPattern = Fn(() => {
|
||||
// Create a repeating grid pattern based on world position
|
||||
const scale = float(0.1) // Dot grid spacing (10cm)
|
||||
const dotSize = float(0.3) // Size of dots relative to grid
|
||||
|
||||
// Use XY coordinates for pattern on wall face
|
||||
const uv = vec2(positionLocal.x, positionLocal.y).div(scale)
|
||||
const gridUV = fract(uv)
|
||||
|
||||
// Distance from center of grid cell (creates circular dots)
|
||||
const dist = length(gridUV.sub(0.5))
|
||||
|
||||
// Create dots: 1 where we want dots, 0 elsewhere
|
||||
const dots = step(dist, dotSize.mul(0.5))
|
||||
|
||||
// Vertical fade: fade out as Y increases (from bottom to top)
|
||||
const fadeHeight = float(2.5) // Fade over 2.5 meters
|
||||
const yFade = float(1).sub(smoothstep(float(0), fadeHeight, positionLocal.y))
|
||||
|
||||
return dots.mul(yFade)
|
||||
})
|
||||
|
||||
const invsibleWallMaterial = new MeshStandardNodeMaterial({
|
||||
transparent: true,
|
||||
opacityNode: mix(float(0.0), float(0.24), dotPattern()),
|
||||
color: 'white',
|
||||
depthWrite: false,
|
||||
emissive: 'white',
|
||||
})
|
||||
const wallMaterial = new MeshStandardNodeMaterial({
|
||||
color: 'white',
|
||||
roughness: 1,
|
||||
metalness: 0,
|
||||
})
|
||||
|
||||
export const WallCutout = () => {
|
||||
const lastCameraPosition = useRef(new Vector3())
|
||||
const lastCameraTarget = useRef(new Vector3())
|
||||
const lastUpdateTime = useRef(0)
|
||||
const lastWallMode = useRef<string>(useViewer.getState().wallMode)
|
||||
const lastNumberOfWalls = useRef(0)
|
||||
|
||||
useFrame(({ camera, clock }) => {
|
||||
const wallMode = useViewer.getState().wallMode
|
||||
const currentTime = clock.elapsedTime
|
||||
const currentCameraPosition = camera.position
|
||||
camera.getWorldDirection(tmpVec)
|
||||
tmpVec.add(currentCameraPosition)
|
||||
|
||||
// Throttle: only update if camera moved significantly AND enough time passed
|
||||
const distanceMoved = currentCameraPosition.distanceTo(lastCameraPosition.current)
|
||||
const directionChanged = tmpVec.distanceTo(lastCameraTarget.current)
|
||||
const timeSinceUpdate = currentTime - lastUpdateTime.current
|
||||
|
||||
// Update if moved > 0.5m OR direction changed > 0.3 AND at least 100ms passed
|
||||
if (
|
||||
((distanceMoved > 0.5 || directionChanged > 0.3) && timeSinceUpdate > 0.1) ||
|
||||
lastWallMode.current !== wallMode ||
|
||||
sceneRegistry.byType.wall.size !== lastNumberOfWalls.current
|
||||
) {
|
||||
// Camera has moved, update cutout logic here
|
||||
|
||||
// Update last known positions and time
|
||||
lastCameraPosition.current.copy(currentCameraPosition)
|
||||
lastCameraTarget.current.copy(tmpVec)
|
||||
lastUpdateTime.current = currentTime
|
||||
camera.getWorldDirection(u)
|
||||
|
||||
const walls = sceneRegistry.byType.wall
|
||||
walls.forEach((wallId) => {
|
||||
const wallMesh = sceneRegistry.nodes.get(wallId)
|
||||
if (!wallMesh) return
|
||||
const wallNode = useScene.getState().nodes[wallId as WallNode['id']]
|
||||
if (!wallNode || wallNode.type !== 'wall') return
|
||||
let hideWall = wallNode.frontSide === 'interior' && wallNode.backSide === 'interior'
|
||||
|
||||
if (wallMode === 'up') {
|
||||
hideWall = false
|
||||
} else if (wallMode === 'down') {
|
||||
hideWall = true
|
||||
} else {
|
||||
wallMesh.getWorldDirection(v)
|
||||
if (v.dot(u) < 0) {
|
||||
// Front side
|
||||
if (wallNode.frontSide === 'exterior' && wallNode.backSide !== 'exterior') {
|
||||
hideWall = true
|
||||
}
|
||||
} else {
|
||||
// Back side
|
||||
if (wallNode.backSide === 'exterior' && wallNode.frontSide !== 'exterior') {
|
||||
hideWall = true
|
||||
}
|
||||
}
|
||||
}
|
||||
;(wallMesh as Mesh).material = hideWall ? invsibleWallMaterial : wallMaterial
|
||||
})
|
||||
lastWallMode.current = wallMode
|
||||
lastNumberOfWalls.current = sceneRegistry.byType.wall.size
|
||||
}
|
||||
})
|
||||
return null
|
||||
}
|
||||
Reference in New Issue
Block a user