Add auto ceilings and simplify ceiling selection affordances

This commit is contained in:
sudhir
2026-04-16 17:56:54 +05:30
parent cb2ceba566
commit 4edf45f7c9
5 changed files with 302 additions and 63 deletions
+171 -14
View File
@@ -3,8 +3,8 @@ import {
getWallCurveFrameAt,
isCurvedWall,
} from '../systems/wall/wall-curve'
import { CeilingNode, SlabNode, type CeilingNode as CeilingNodeType, type SlabNode as SlabNodeType, type WallNode } from '../schema'
import { simplifyClosedPolygon } from './polygon-geometry'
import { SlabNode, type SlabNode as SlabNodeType, type WallNode } from '../schema'
type Point2D = { x: number; y: number }
@@ -31,6 +31,7 @@ type DetectedRoom = {
}
const DEFAULT_AUTO_SLAB_ELEVATION = 0.05
const DEFAULT_AUTO_CEILING_HEIGHT = 2.5
const ROOM_CURVE_TOLERANCE = 0.04
const MAX_CURVE_SUBDIVISION_DEPTH = 6
const AUTO_SLAB_POLYGON_SIMPLIFY_TOLERANCE = 0.08
@@ -417,14 +418,15 @@ export function resolveWallSurfaceSides(
}
function nextAutoRoomName(
slabs: Array<{
nodes: Array<{
name?: string
}>,
suffix: 'Slab' | 'Ceiling',
) {
let maxIndex = 0
for (const slab of slabs) {
const match = /^Room\s+(\d+)$/.exec((slab.name ?? '').trim())
for (const node of nodes) {
const match = /^Room\s+(\d+)(?:\s+(?:Slab|Ceiling))?$/i.exec((node.name ?? '').trim())
if (!match) continue
const index = Number(match[1])
if (Number.isFinite(index)) {
@@ -432,7 +434,17 @@ function nextAutoRoomName(
}
}
return `Room ${maxIndex + 1}`
return `Room ${maxIndex + 1} ${suffix}`
}
function sameTuplePolygon(
current: Array<[number, number]>,
next: Array<[number, number]>,
) {
return (
current.length === next.length &&
current.every((point, index) => point[0] === next[index]?.[0] && point[1] === next[index]?.[1])
)
}
function wallGeometrySignature(wall: WallNode) {
@@ -567,14 +579,7 @@ function syncAutoSlabsForLevel(
const polygon = updatesById.get(slab.id)
if (!polygon) return []
const samePolygon =
slab.polygon.length === polygon.length &&
slab.polygon.every((point, index) => {
const nextPoint = polygon[index]
return point[0] === nextPoint?.[0] && point[1] === nextPoint?.[1]
})
return samePolygon ? [] : [{ id: slab.id, data: { polygon } }]
return sameTuplePolygon(slab.polygon, polygon) ? [] : [{ id: slab.id, data: { polygon } }]
})
const plannedSlabsForNaming: Array<{ name?: string }> = [...existingSlabs]
@@ -585,7 +590,7 @@ function syncAutoSlabsForLevel(
const room = detected[index]
if (!room) continue
const name = nextAutoRoomName(plannedSlabsForNaming)
const name = nextAutoRoomName(plannedSlabsForNaming, 'Slab')
plannedSlabsForNaming.push({ name })
slabsToCreate.push(
@@ -612,6 +617,149 @@ function syncAutoSlabsForLevel(
}
}
function syncAutoCeilingsForLevel(
levelId: string,
roomPolygons: Point2D[][],
existingCeilings: CeilingNodeType[],
sceneStore: any,
) {
const manualCeilings = existingCeilings.filter((ceiling) => !ceiling.autoFromWalls)
const manualSignatures = new Set(
manualCeilings.map((ceiling) => polygonSignature(ceiling.polygon.map(pointFromTuple))),
)
const detected: DetectedRoom[] = roomPolygons
.map((poly) => ({
poly: simplifyClosedPolygon(poly.map(pointToTuple), AUTO_SLAB_POLYGON_SIMPLIFY_TOLERANCE).map(
pointFromTuple,
),
sig: '',
centroid: { x: 0, y: 0 },
area: 0,
bbox: bboxOf([]),
}))
.map((room) => ({
...room,
sig: polygonSignature(room.poly),
centroid: polygonCentroid(room.poly),
area: Math.abs(polygonArea(room.poly)),
bbox: bboxOf(room.poly),
}))
.filter(({ sig }) => !manualSignatures.has(sig))
const existingAuto = existingCeilings.filter((ceiling) => ceiling.autoFromWalls)
const existingAutoMeta = existingAuto.map((ceiling) => {
const poly = ceiling.polygon.map(pointFromTuple)
return {
ceiling,
sig: polygonSignature(poly),
centroid: polygonCentroid(poly),
area: Math.abs(polygonArea(poly)),
bbox: bboxOf(poly),
}
})
const matchedCeilingIds = new Set<string>()
const matchedDetectedIdx = new Set<number>()
const updatesById = new Map<string, [number, number][]>()
const autoBySignature = new Map<string, (typeof existingAutoMeta)[number]>()
for (const entry of existingAutoMeta) {
autoBySignature.set(entry.sig, entry)
}
detected.forEach((room, index) => {
const existing = autoBySignature.get(room.sig)
if (!existing) return
matchedDetectedIdx.add(index)
matchedCeilingIds.add(existing.ceiling.id)
updatesById.set(existing.ceiling.id, room.poly.map(pointToTuple))
})
const remainingDetected = detected
.map((room, index) => ({ room, index }))
.filter(({ index }) => !matchedDetectedIdx.has(index))
.sort((a, b) => b.room.area - a.room.area)
const remainingAuto = existingAutoMeta.filter((entry) => !matchedCeilingIds.has(entry.ceiling.id))
for (const { room, index } of remainingDetected) {
let bestMatch: { entry: (typeof remainingAuto)[number]; score: number } | null = null
for (const entry of remainingAuto) {
if (matchedCeilingIds.has(entry.ceiling.id)) continue
const dx = room.centroid.x - entry.centroid.x
const dy = room.centroid.y - entry.centroid.y
const dist = Math.hypot(dx, dy)
const areaRatio = entry.area > 1e-6 ? room.area / entry.area : 999
const areaPenalty = Math.abs(Math.log(Math.max(1e-6, areaRatio)))
const overlap = bboxOverlapArea(room.bbox, entry.bbox)
if (overlap <= 0.0001 && dist > 1.5) continue
const score = dist + areaPenalty * 0.35
if (!bestMatch || score < bestMatch.score) {
bestMatch = { entry, score }
}
}
if (!bestMatch) continue
matchedDetectedIdx.add(index)
matchedCeilingIds.add(bestMatch.entry.ceiling.id)
updatesById.set(bestMatch.entry.ceiling.id, room.poly.map(pointToTuple))
}
const ceilingsToDelete = existingAuto
.filter((ceiling) => !updatesById.has(ceiling.id))
.map((ceiling) => ceiling.id)
const ceilingsToUpdate = existingAuto
.filter((ceiling) => updatesById.has(ceiling.id))
.flatMap((ceiling) => {
const polygon = updatesById.get(ceiling.id)
if (!polygon) return []
return sameTuplePolygon(ceiling.polygon, polygon) ? [] : [{ id: ceiling.id, data: { polygon } }]
})
const plannedCeilingsForNaming: Array<{ name?: string }> = [...existingCeilings]
const ceilingsToCreate: CeilingNodeType[] = []
for (let index = 0; index < detected.length; index += 1) {
if (matchedDetectedIdx.has(index)) continue
const room = detected[index]
if (!room) continue
const name = nextAutoRoomName(plannedCeilingsForNaming, 'Ceiling')
plannedCeilingsForNaming.push({ name })
ceilingsToCreate.push(
CeilingNode.parse({
name,
polygon: room.poly.map(pointToTuple),
holes: [],
height: DEFAULT_AUTO_CEILING_HEIGHT,
autoFromWalls: true,
}),
)
}
if (ceilingsToDelete.length > 0) {
sceneStore.getState().deleteNodes(ceilingsToDelete)
}
if (ceilingsToUpdate.length > 0) {
sceneStore.getState().updateNodes(ceilingsToUpdate)
}
if (ceilingsToCreate.length > 0) {
sceneStore.getState().createNodes(ceilingsToCreate.map((node) => ({ node, parentId: levelId })))
}
}
function detectSpacesFromWalls(levelId: string, walls: WallNode[]) {
const roomPolygons = extractRoomPolygons(walls)
const wallUpdates: WallSideUpdate[] = walls.map((wall) => ({
@@ -657,6 +805,9 @@ function runSpaceDetection(
const slabs = Object.values(nodes).filter(
(node: any) => node?.type === 'slab' && node.parentId === levelId,
)
const ceilings = Object.values(nodes).filter(
(node: any) => node?.type === 'ceiling' && node.parentId === levelId,
)
const { wallUpdates, spaces, roomPolygons } = detectSpacesFromWalls(levelId, walls)
@@ -683,6 +834,12 @@ function runSpaceDetection(
slabs.map((slab: any) => SlabNode.parse(slab)),
sceneStore,
)
syncAutoCeilingsForLevel(
levelId,
roomPolygons,
ceilings.map((ceiling: any) => CeilingNode.parse(ceiling)),
sceneStore,
)
for (const space of spaces) {
nextSpaces[space.id] = space
@@ -13,11 +13,13 @@ export const CeilingNode = BaseNode.extend({
polygon: z.array(z.tuple([z.number(), z.number()])),
holes: z.array(z.array(z.tuple([z.number(), z.number()]))).default([]),
height: z.number().default(2.5), // Height in meters
autoFromWalls: z.boolean().default(false),
}).describe(
dedent`
Ceiling node - used to represent a ceiling in the building
- polygon: array of [x, z] points defining the ceiling boundary
- holes: array of polygons representing holes in the ceiling
- autoFromWalls: whether the ceiling is automatically generated from a closed wall loop
`,
)
@@ -2,30 +2,30 @@
import {
type CeilingNode,
emitter,
resolveLevelId,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { createPortal, type ThreeEvent } from '@react-three/fiber'
import { useMemo } from 'react'
import { useEffect, useMemo, useState } from 'react'
import type { Object3D } from 'three'
import { useShallow } from 'zustand/react/shallow'
import useEditor from '../../../store/use-editor'
const BRACKET_THICKNESS = 0.04
const BRACKET_HEIGHT = 0.04
const BRACKET_Y_OFFSET = 0.035
const CORNER_BLOCK_SIZE = 0.085
const HIT_BOX_SIZE: [number, number, number] = [0.24, 0.12, 0.24]
const HIT_INSET = 0.16
const HIT_BOX_SIZE: [number, number, number] = [0.28, 0.08, 0.28]
type CornerBracketData = {
corner: [number, number]
hitCenter: [number, number]
incomingDirection: [number, number]
outgoingDirection: [number, number]
incomingLength: number
outgoingLength: number
cornerStrength: number
}
export const CeilingSelectionAffordanceSystem = () => {
@@ -75,13 +75,37 @@ const CeilingSelectionAffordance = ({
ceiling: CeilingNode
levelId: string
}) => {
const selectedIds = useViewer((state) => state.selection.selectedIds)
const isSelected = selectedIds.includes(ceiling.id)
const levelObject = sceneRegistry.nodes.get(levelId)
const [levelObject, setLevelObject] = useState<Object3D | null>(() => sceneRegistry.nodes.get(levelId) ?? null)
const corners = useMemo(() => buildCornerBrackets(ceiling.polygon), [ceiling.polygon])
if (!levelObject || corners.length === 0 || isSelected) return null
useEffect(() => {
let frameId = 0
const resolveLevelObject = () => {
const nextLevelObject = sceneRegistry.nodes.get(levelId) ?? null
setLevelObject((currentLevelObject) => {
if (currentLevelObject === nextLevelObject) {
return currentLevelObject
}
return nextLevelObject
})
if (!nextLevelObject) {
frameId = window.requestAnimationFrame(resolveLevelObject)
}
}
resolveLevelObject()
return () => {
if (frameId) {
window.cancelAnimationFrame(frameId)
}
}
}, [levelId])
if (!levelObject || corners.length === 0) return null
return createPortal(
<group position={[0, (ceiling.height ?? 2.5) + BRACKET_Y_OFFSET, 0]}>
@@ -104,17 +128,16 @@ const CornerBracket = ({
ceiling: CeilingNode
corner: CornerBracketData
}) => {
const [isHovered, setIsHovered] = useState(false)
const color = '#d4d4d4'
const opacity = 0.72
const cubeColor = isHovered ? '#818cf8' : '#d4d4d4'
const cubeOpacity = isHovered ? 0.92 : 0.72
const handleClick = (e: ThreeEvent<PointerEvent>) => {
if (e.button !== 0) return
const handleClick = (e: ThreeEvent<MouseEvent>) => {
e.stopPropagation()
const nodes = useScene.getState().nodes
const selection = useViewer.getState().selection
const levelId = resolveLevelId(ceiling, nodes)
const buildingId = findBuildingId(levelId, nodes)
useEditor.getState().setMovingNode(null)
useEditor.getState().setMovingWallEndpoint(null)
@@ -122,39 +145,45 @@ const CornerBracket = ({
useEditor.getState().setEditingHole(null)
useEditor.getState().setMode('select')
useViewer.getState().setSelection({
buildingId: buildingId ?? selection.buildingId,
levelId,
selectedIds: [ceiling.id],
emitter.emit('ceiling:click' as any, {
node: ceiling,
nativeEvent: e.nativeEvent,
localPosition: [0, 0, 0],
position: [corner.corner[0], ceiling.height ?? 2.5, corner.corner[1]],
stopPropagation: () => e.stopPropagation(),
})
}
return (
<group position={[corner.corner[0], 0, corner.corner[1]]}>
<mesh>
<boxGeometry args={[CORNER_BLOCK_SIZE, BRACKET_HEIGHT, CORNER_BLOCK_SIZE]} />
<meshBasicMaterial color={color} depthWrite={false} opacity={opacity} transparent />
</mesh>
<BracketLeg
color={color}
direction={corner.incomingDirection}
length={corner.incomingLength}
onClick={handleClick}
opacity={opacity}
/>
<BracketLeg
color={color}
direction={corner.outgoingDirection}
length={corner.outgoingLength}
onClick={handleClick}
opacity={opacity}
/>
<mesh
onPointerDown={handleClick}
position={[corner.hitCenter[0] - corner.corner[0], 0, corner.hitCenter[1] - corner.corner[1]]}
onClick={handleClick}
onPointerEnter={(e) => {
e.stopPropagation()
setIsHovered(true)
}}
onPointerLeave={(e) => {
e.stopPropagation()
setIsHovered(false)
}}
>
<boxGeometry args={HIT_BOX_SIZE} />
<meshBasicMaterial opacity={0} transparent />
<meshBasicMaterial color={cubeColor} depthWrite={false} opacity={cubeOpacity} transparent />
</mesh>
</group>
)
@@ -164,11 +193,13 @@ const BracketLeg = ({
direction,
length,
color,
onClick,
opacity,
}: {
direction: [number, number]
length: number
color: string
onClick: (e: ThreeEvent<MouseEvent>) => void
opacity: number
}) => {
const angle = Math.atan2(direction[1], direction[0])
@@ -179,7 +210,11 @@ const BracketLeg = ({
]
return (
<mesh position={position} rotation={[0, angle, 0]}>
<mesh
onClick={onClick}
position={position}
rotation={[0, angle, 0]}
>
<boxGeometry args={[length, BRACKET_HEIGHT, BRACKET_THICKNESS]} />
<meshBasicMaterial color={color} depthWrite={false} opacity={opacity} transparent />
</mesh>
@@ -189,31 +224,41 @@ const BracketLeg = ({
function buildCornerBrackets(polygon: Array<[number, number]>): CornerBracketData[] {
if (polygon.length < 3) return []
return polygon.map((corner, index) => {
const allCorners = polygon.map((corner, index) => {
const previous = polygon[(index - 1 + polygon.length) % polygon.length]!
const next = polygon[(index + 1) % polygon.length]!
const incomingVector = [previous[0] - corner[0], previous[1] - corner[1]] as [number, number]
const outgoingVector = [next[0] - corner[0], next[1] - corner[1]] as [number, number]
const incomingDirection = normalize2D(incomingVector)
const outgoingDirection = normalize2D(outgoingVector)
const incomingLength = Math.hypot(incomingVector[0], incomingVector[1])
const outgoingLength = Math.hypot(outgoingVector[0], outgoingVector[1])
const insetDirection = normalize2D([
normalize2D(incomingVector)[0] + normalize2D(outgoingVector)[0],
normalize2D(incomingVector)[1] + normalize2D(outgoingVector)[1],
])
const cornerStrength = 1 - Math.abs(incomingDirection[0] * outgoingDirection[0] + incomingDirection[1] * outgoingDirection[1])
return {
corner,
hitCenter: [
corner[0] + insetDirection[0] * HIT_INSET,
corner[1] + insetDirection[1] * HIT_INSET,
],
incomingDirection: normalize2D(incomingVector),
outgoingDirection: normalize2D(outgoingVector),
incomingDirection,
outgoingDirection,
incomingLength: getBracketLength(incomingLength),
outgoingLength: getBracketLength(outgoingLength),
cornerStrength,
}
})
if (allCorners.length <= 4) {
return allCorners
}
const selectedIndices = new Set(
allCorners
.map((corner, index) => ({ index, strength: corner.cornerStrength }))
.sort((a, b) => b.strength - a.strength)
.slice(0, 4)
.map(({ index }) => index),
)
return allCorners.filter((_, index) => selectedIndices.has(index))
}
function normalize2D(vector: [number, number]): [number, number] {
@@ -225,9 +270,3 @@ function normalize2D(vector: [number, number]): [number, number] {
function getBracketLength(edgeLength: number): number {
return Math.max(0.14, Math.min(0.38, edgeLength * 0.22))
}
function findBuildingId(levelId: string | null, nodes: Record<string, { parentId: string | null }>): string | null {
if (!levelId) return null
const level = nodes[levelId]
return level?.parentId ?? null
}
@@ -1,7 +1,7 @@
import { emitter, type GridEvent, sceneRegistry } from '@pascal-app/core'
import { createPortal } from '@react-three/fiber'
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, Float32BufferAttribute, type Line } from 'three'
import { BufferGeometry, Float32BufferAttribute, type Line, type Object3D } from 'three'
import { EDITOR_LAYER } from '../../../lib/constants'
import { sfxEmitter } from '../../../lib/sfx-bus'
@@ -44,8 +44,40 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
surfaceHeight = 0,
allowPolygonMove = false,
}) => {
// Get level node from registry if levelId is provided
const levelNode = levelId ? sceneRegistry.nodes.get(levelId) : null
const [levelNode, setLevelNode] = useState<Object3D | null>(() =>
levelId ? (sceneRegistry.nodes.get(levelId) ?? null) : null,
)
useEffect(() => {
if (!levelId) {
setLevelNode(null)
return
}
let frameId = 0
const resolveLevelNode = () => {
const nextLevelNode = sceneRegistry.nodes.get(levelId) ?? null
setLevelNode((currentLevelNode) => {
if (currentLevelNode === nextLevelNode) {
return currentLevelNode
}
return nextLevelNode
})
if (!nextLevelNode) {
frameId = window.requestAnimationFrame(resolveLevelNode)
}
}
resolveLevelNode()
return () => {
if (frameId) {
window.cancelAnimationFrame(frameId)
}
}
}, [levelId])
// When using portal, edit at Y_OFFSET (local to level)
// When not using portal, edit at world origin
@@ -51,6 +51,9 @@ export const CurveWallTool: React.FC<{ node: WallNode }> = ({ node }) => {
let wasCommitted = false
const applyPreview = (curveOffset: number) => {
if (previewOffsetRef.current === curveOffset) {
return
}
previewOffsetRef.current = curveOffset
const nextNode = {
@@ -64,6 +67,10 @@ export const CurveWallTool: React.FC<{ node: WallNode }> = ({ node }) => {
}
const restoreOriginal = () => {
if (previewOffsetRef.current === originalCurveOffset) {
return
}
previewOffsetRef.current = originalCurveOffset
useScene.getState().updateNode(nodeId, { curveOffset: originalCurveOffset })
useScene.getState().markDirty(nodeId as AnyNodeId)
}
@@ -100,8 +107,10 @@ export const CurveWallTool: React.FC<{ node: WallNode }> = ({ node }) => {
const curveOffset = previewOffsetRef.current
wasCommitted = true
useScene.temporal.getState().resume()
if (curveOffset !== getClampedWallCurveOffset(node)) {
useScene.getState().updateNode(nodeId, { curveOffset })
useScene.getState().markDirty(nodeId as AnyNodeId)
}
useScene.temporal.getState().pause()
sfxEmitter.emit('sfx:item-place')