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
@@ -0,0 +1,67 @@
// @ts-expect-error — bun:test is provided by the Bun runtime; viewer does not
// include Bun ambient types in its production declaration build.
import { describe, expect, test } from 'bun:test'
import { getLevelBuildingId, getLevelStackPositions, type LevelStackEntry } from './level-stacking'
describe('getLevelBuildingId', () => {
const buildings = [
{ id: 'building_a', children: ['level_a0'] },
{ id: 'building_b', children: ['level_b0'] },
]
test('uses an explicit building parent', () => {
expect(getLevelBuildingId('level_a0', 'building_a', buildings)).toBe('building_a')
})
test('falls back to building children for legacy levels without a parentId', () => {
expect(getLevelBuildingId('level_b0', null, buildings)).toBe('building_b')
})
test('ignores a non-building parent before checking building children', () => {
expect(getLevelBuildingId('level_a0', 'site_main', buildings)).toBe('building_a')
})
})
describe('getLevelStackPositions', () => {
test('stacks levels within one building by level index', () => {
const entries: LevelStackEntry[] = [
{ levelId: 'level_second', buildingId: 'building_a', index: 2, height: 3.4 },
{ levelId: 'level_ground', buildingId: 'building_a', index: 0, height: 2.5 },
{ levelId: 'level_first', buildingId: 'building_a', index: 1, height: 3.1 },
]
expect(Object.fromEntries(getLevelStackPositions(entries))).toEqual({
level_ground: 0,
level_first: 2.5,
level_second: 5.6,
})
})
test('starts each building on its own ground plane', () => {
const entries: LevelStackEntry[] = [
{ levelId: 'level_a0', buildingId: 'building_a', index: 0, height: 2.5 },
{ levelId: 'level_b0', buildingId: 'building_b', index: 0, height: 3 },
{ levelId: 'level_a1', buildingId: 'building_a', index: 1, height: 2.8 },
{ levelId: 'level_b1', buildingId: 'building_b', index: 1, height: 3.2 },
]
expect(Object.fromEntries(getLevelStackPositions(entries))).toEqual({
level_a0: 0,
level_b0: 0,
level_a1: 2.5,
level_b1: 3,
})
})
test('keeps orphan levels in one legacy stack', () => {
const entries: LevelStackEntry[] = [
{ levelId: 'level_0', buildingId: null, index: 0, height: 2.7 },
{ levelId: 'level_1', buildingId: null, index: 1, height: 3 },
]
expect(Object.fromEntries(getLevelStackPositions(entries))).toEqual({
level_0: 0,
level_1: 2.7,
})
})
})
@@ -0,0 +1,32 @@
export type LevelStackEntry = {
levelId: string
buildingId: string | null
index: number
height: number
}
type BuildingOwnership = { id: string; children: readonly string[] }
export function getLevelBuildingId(
levelId: string,
parentId: string | null,
buildings: readonly BuildingOwnership[],
): string | null {
const directParent = parentId ? buildings.find((building) => building.id === parentId) : undefined
if (directParent) return directParent.id
return buildings.find((building) => building.children.includes(levelId))?.id ?? null
}
export function getLevelStackPositions(entries: readonly LevelStackEntry[]): Map<string, number> {
const positions = new Map<string, number>()
const cumulativeYByBuilding = new Map<string | null, number>()
for (const entry of [...entries].sort((a, b) => a.index - b.index)) {
const baseY = cumulativeYByBuilding.get(entry.buildingId) ?? 0
positions.set(entry.levelId, baseY)
cumulativeYByBuilding.set(entry.buildingId, baseY + entry.height)
}
return positions
}
@@ -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 { useFrame } from '@react-three/fiber'
import type { Object3D } from 'three' import type { Object3D } from 'three'
import { lerp } from 'three/src/math/MathUtils.js' import { lerp } from 'three/src/math/MathUtils.js'
import { applyShadowOnly, clearShadowOnly } from '../../lib/shadow-only' import { applyShadowOnly, clearShadowOnly } from '../../lib/shadow-only'
import useViewer from '../../store/use-viewer' import useViewer from '../../store/use-viewer'
import { getLevelBuildingId, getLevelStackPositions } from './level-stacking'
const EXPLODED_GAP = 5 const EXPLODED_GAP = 5
@@ -19,31 +26,44 @@ export const LevelSystem = () => {
const levelMode = useViewer.getState().levelMode const levelMode = useViewer.getState().levelMode
const selectedLevel = useViewer.getState().selection.levelId 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. // Level 0 → Y=0, Level 1 → Y=height(0), Level 2 → Y=height(0)+height(1), etc.
type LevelEntry = { type LevelEntry = {
levelId: string levelId: string
buildingId: string | null
index: number index: number
height: number
obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>> obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>>
} }
const entries: LevelEntry[] = [] const entries: LevelEntry[] = []
const buildings = Object.values(nodes).filter(
(node): node is BuildingNode => node?.type === 'building',
)
sceneRegistry.byType.level!.forEach((levelId) => { sceneRegistry.byType.level!.forEach((levelId) => {
const obj = sceneRegistry.nodes.get(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) { 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 const selectedIndex = selectedLevel
? entries.find((e) => e.levelId === selectedLevel)?.index ? entries.find((e) => e.levelId === selectedLevel)?.index
: undefined : undefined
let cumulativeY = 0
for (const { levelId, index, obj } of entries) { for (const { levelId, index, obj } of entries) {
const level = nodes[levelId as LevelNode['id']] const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
const baseY = cumulativeY const baseY = stackPositions.get(levelId) ?? 0
const explodedExtra = levelMode === 'exploded' ? index * EXPLODED_GAP : 0 const explodedExtra = levelMode === 'exploded' ? index * EXPLODED_GAP : 0
const targetY = baseY + explodedExtra const targetY = baseY + explodedExtra
@@ -65,12 +85,6 @@ export const LevelSystem = () => {
} }
obj.visible = !hidden 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 }, 5) // Using a lower priority so it runs after transforms from other systems have settled
return null return null
@@ -1,4 +1,11 @@
import { getLevelHeight, type LevelNode, sceneRegistry, useScene } from '@pascal-app/core' import {
type BuildingNode,
getLevelHeight,
type LevelNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { getLevelBuildingId, getLevelStackPositions } from './level-stacking'
/** /**
* Instantly snaps all level Objects3D to their true stacked Y positions * Instantly snaps all level Objects3D to their true stacked Y positions
@@ -18,18 +25,33 @@ export function snapLevelsToTruePositions(): () => void {
type LevelEntry = { type LevelEntry = {
obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>> obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>>
levelId: string levelId: string
buildingId: string | null
index: number index: number
height: number
} }
const entries: LevelEntry[] = [] const entries: LevelEntry[] = []
const buildings = Object.values(nodes).filter(
(node): node is BuildingNode => node?.type === 'building',
)
sceneRegistry.byType.level!.forEach((levelId) => { sceneRegistry.byType.level!.forEach((levelId) => {
const obj = sceneRegistry.nodes.get(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) { 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)
// Snapshot current Y and visibility so we can restore them after the render // Snapshot current Y and visibility so we can restore them after the render
const snapshot = new Map( const snapshot = new Map(
@@ -37,15 +59,9 @@ export function snapLevelsToTruePositions(): () => void {
) )
// Snap to true stacked positions and make all levels visible // Snap to true stacked positions and make all levels visible
let cumulativeY = 0
for (const { levelId, obj } of entries) { for (const { levelId, obj } of entries) {
obj.position.y = cumulativeY obj.position.y = stackPositions.get(levelId) ?? 0
obj.visible = true obj.visible = true
cumulativeY += getLevelHeight(
levelId,
nodes,
(wallId) => sceneRegistry.nodes.get(wallId)?.position.y,
)
} }
return () => { return () => {