fix(viewer): stack levels per building (#519)

* fix(viewer): stack levels per building

* fix(viewer): recover legacy level ownership
This commit is contained in:
Aymeric Rabot
2026-07-19 18:29:00 +02:00
committed by GitHub
parent 87f3952e4d
commit 494150dc1f
4 changed files with 155 additions and 26 deletions
@@ -1,9 +1,16 @@
import { getLevelHeight, type LevelNode, sceneRegistry, useScene } from '@pascal-app/core'
import {
type BuildingNode,
getLevelHeight,
type LevelNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import type { Object3D } from 'three'
import { lerp } from 'three/src/math/MathUtils.js'
import { applyShadowOnly, clearShadowOnly } from '../../lib/shadow-only'
import useViewer from '../../store/use-viewer'
import { getLevelBuildingId, getLevelStackPositions } from './level-stacking'
const EXPLODED_GAP = 5
@@ -19,31 +26,44 @@ export const LevelSystem = () => {
const levelMode = useViewer.getState().levelMode
const selectedLevel = useViewer.getState().selection.levelId
// Collect and sort levels by floor index so we can compute cumulative offsets.
// Collect level heights so each building can compute its own cumulative offsets.
// Level 0 → Y=0, Level 1 → Y=height(0), Level 2 → Y=height(0)+height(1), etc.
type LevelEntry = {
levelId: string
buildingId: string | null
index: number
height: number
obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>>
}
const entries: LevelEntry[] = []
const buildings = Object.values(nodes).filter(
(node): node is BuildingNode => node?.type === 'building',
)
sceneRegistry.byType.level!.forEach((levelId) => {
const obj = sceneRegistry.nodes.get(levelId)
const level = nodes[levelId as LevelNode['id']]
const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
if (obj && level) {
entries.push({ levelId, index: (level as any).level ?? 0, obj })
entries.push({
levelId,
buildingId: getLevelBuildingId(levelId, level.parentId, buildings),
index: level.level,
height: getLevelHeight(
levelId,
nodes,
(wallId) => sceneRegistry.nodes.get(wallId)?.position.y,
),
obj,
})
}
})
entries.sort((a, b) => a.index - b.index)
const stackPositions = getLevelStackPositions(entries)
// Walk sorted levels, accumulating base Y offsets
const selectedIndex = selectedLevel
? entries.find((e) => e.levelId === selectedLevel)?.index
: undefined
let cumulativeY = 0
for (const { levelId, index, obj } of entries) {
const level = nodes[levelId as LevelNode['id']]
const baseY = cumulativeY
const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
const baseY = stackPositions.get(levelId) ?? 0
const explodedExtra = levelMode === 'exploded' ? index * EXPLODED_GAP : 0
const targetY = baseY + explodedExtra
@@ -65,12 +85,6 @@ export const LevelSystem = () => {
}
obj.visible = !hidden
}
cumulativeY += getLevelHeight(
levelId,
nodes,
(wallId) => sceneRegistry.nodes.get(wallId)?.position.y,
)
}
}, 5) // Using a lower priority so it runs after transforms from other systems have settled
return null