Add click-targeted stair materials and UV mapping

This commit is contained in:
sudhir
2026-04-20 12:01:23 +05:30
parent df9c4e499f
commit 4f9b822e54
10 changed files with 698 additions and 58 deletions
@@ -12,6 +12,10 @@ import { syncAutoStairOpenings } from './stair-opening-sync'
const pendingStairUpdates = new Set<AnyNodeId>()
const MAX_STAIRS_PER_FRAME = 2
const MAX_SEGMENTS_PER_FRAME = 4
const STAIR_TREAD_MATERIAL_INDEX = 0
const STAIR_SIDE_MATERIAL_INDEX = 1
const _uvPosition = new THREE.Vector3()
const _uvNormal = new THREE.Vector3()
// ============================================================================
// STAIR SYSTEM
@@ -198,7 +202,7 @@ function generateStairSegmentGeometry(
shape.lineTo(0, 0)
const geometry = new THREE.ExtrudeGeometry(shape, {
const extrudedGeometry = new THREE.ExtrudeGeometry(shape, {
steps: 1,
depth: width,
bevelEnabled: false,
@@ -209,7 +213,16 @@ function generateStairSegmentGeometry(
const matrix = new THREE.Matrix4()
matrix.makeRotationY(-Math.PI / 2)
matrix.setPosition(width / 2, 0, 0)
geometry.applyMatrix4(matrix)
extrudedGeometry.applyMatrix4(matrix)
extrudedGeometry.computeVertexNormals()
const geometry = extrudedGeometry.toNonIndexed() ?? extrudedGeometry
if (geometry !== extrudedGeometry) {
extrudedGeometry.dispose()
}
applyStairSegmentUvs(geometry)
ensureUv2Attribute(geometry)
return geometry
}
@@ -219,6 +232,7 @@ function updateStairSegmentGeometry(node: StairSegmentNode, mesh: THREE.Mesh) {
const absoluteHeight = computeAbsoluteHeight(node)
const newGeometry = generateStairSegmentGeometry(node, absoluteHeight)
applyStraightStairMaterialGroups(newGeometry)
mesh.geometry.dispose()
mesh.geometry = newGeometry
@@ -363,6 +377,7 @@ function updateMergedStairGeometry(
}
const merged = mergeGeometries(geometries, false) ?? createEmptyGeometry()
applyStraightStairMaterialGroups(merged)
replaceMeshGeometry(mergedMesh, merged)
// Dispose individual geometries
@@ -371,6 +386,108 @@ function updateMergedStairGeometry(
}
}
function applyStraightStairMaterialGroups(geometry: THREE.BufferGeometry) {
const position = geometry.getAttribute('position')
if (!position || position.count < 3) {
geometry.clearGroups()
return
}
const index = geometry.getIndex()
const triangleCount = index ? index.count / 3 : position.count / 3
if (!Number.isFinite(triangleCount) || triangleCount <= 0) {
geometry.clearGroups()
return
}
const triangleMaterials: number[] = new Array(triangleCount)
const v0 = new THREE.Vector3()
const v1 = new THREE.Vector3()
const v2 = new THREE.Vector3()
const edge1 = new THREE.Vector3()
const edge2 = new THREE.Vector3()
const normal = new THREE.Vector3()
for (let triangleIndex = 0; triangleIndex < triangleCount; triangleIndex++) {
const vertexOffset = triangleIndex * 3
const a = index ? index.getX(vertexOffset) : vertexOffset
const b = index ? index.getX(vertexOffset + 1) : vertexOffset + 1
const c = index ? index.getX(vertexOffset + 2) : vertexOffset + 2
v0.fromBufferAttribute(position, a)
v1.fromBufferAttribute(position, b)
v2.fromBufferAttribute(position, c)
edge1.subVectors(v1, v0)
edge2.subVectors(v2, v0)
normal.crossVectors(edge1, edge2)
triangleMaterials[triangleIndex] =
normal.lengthSq() > 0 && normal.normalize().y > 0.75
? STAIR_TREAD_MATERIAL_INDEX
: STAIR_SIDE_MATERIAL_INDEX
}
geometry.clearGroups()
let currentMaterial = triangleMaterials[0]
let groupStart = 0
for (let triangleIndex = 1; triangleIndex < triangleMaterials.length; triangleIndex++) {
const materialIndex = triangleMaterials[triangleIndex]
if (materialIndex === currentMaterial) continue
geometry.addGroup(groupStart * 3, (triangleIndex - groupStart) * 3, currentMaterial)
groupStart = triangleIndex
currentMaterial = materialIndex
}
geometry.addGroup(
groupStart * 3,
(triangleMaterials.length - groupStart) * 3,
currentMaterial ?? STAIR_SIDE_MATERIAL_INDEX,
)
}
function applyStairSegmentUvs(geometry: THREE.BufferGeometry) {
const position = geometry.getAttribute('position')
const normal = geometry.getAttribute('normal')
if (!position || !normal || position.count === 0) {
geometry.deleteAttribute('uv')
return
}
const uv: number[] = []
for (let index = 0; index < position.count; index++) {
_uvPosition.fromBufferAttribute(position, index)
_uvNormal.fromBufferAttribute(normal, index).normalize()
const absX = Math.abs(_uvNormal.x)
const absY = Math.abs(_uvNormal.y)
const absZ = Math.abs(_uvNormal.z)
if (absY >= absX && absY >= absZ) {
uv.push(_uvPosition.x, _uvPosition.z)
} else if (absX >= absZ) {
uv.push(_uvPosition.z, _uvPosition.y)
} else {
uv.push(_uvPosition.x, _uvPosition.y)
}
}
geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uv, 2))
}
function ensureUv2Attribute(geometry: THREE.BufferGeometry) {
const uv = geometry.getAttribute('uv')
if (!uv) return
geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(uv.array), 2))
}
// ============================================================================
// SEGMENT CHAINING
// ============================================================================
@@ -441,6 +558,8 @@ function rotateXZ(x: number, z: number, angle: number): [number, number] {
function createEmptyGeometry(): THREE.BufferGeometry {
const geometry = new THREE.BufferGeometry()
geometry.setAttribute('position', new THREE.Float32BufferAttribute([], 3))
geometry.addGroup(0, 0, STAIR_TREAD_MATERIAL_INDEX)
geometry.addGroup(0, 0, STAIR_SIDE_MATERIAL_INDEX)
return geometry
}