Use mesh bounds for item placement and floorplan

This commit is contained in:
sudhir
2026-04-27 09:57:05 +05:30
parent 45f0867a74
commit 59779c5bf2
6 changed files with 868 additions and 17 deletions
@@ -1,5 +1,8 @@
import type { AnyNode, CeilingNode, ItemNode, SlabNode, WallNode } from '../../schema'
import { getScaledDimensions } from '../../schema'
import { sceneRegistry } from '../scene-registry/scene-registry'
import useScene from '../../store/use-scene'
import { Box3, Matrix4, Vector3, type Object3D } from 'three'
import { SpatialGrid } from './spatial-grid'
import { WallSpatialGrid } from './wall-spatial-grid'
@@ -51,6 +54,155 @@ function getItemFootprint(
]
}
type ItemLocalBounds = {
min: [number, number, number]
max: [number, number, number]
}
type ItemParentAabb = {
minX: number
maxX: number
minY: number
maxY: number
minZ: number
maxZ: number
}
function getFallbackItemLocalBounds(item: ItemNode): ItemLocalBounds {
const [width, height, depth] = getScaledDimensions(item)
const minZ = item.asset.attachTo === 'wall-side' ? -depth : -depth / 2
const maxZ = item.asset.attachTo === 'wall-side' ? 0 : depth / 2
return {
min: [-width / 2, 0, minZ],
max: [width / 2, height, maxZ],
}
}
function getItemLocalBoundsFromObject(object: Object3D | null): ItemLocalBounds | null {
if (!object) return null
object.updateWorldMatrix(true, true)
const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
const localMatrix = new Matrix4()
const localBounds = new Box3()
const scratchBounds = new Box3()
let hasBounds = false
const registeredNodeObjects = new Set(sceneRegistry.nodes.values())
const expandBounds = (child: Object3D) => {
if (child !== object && registeredNodeObjects.has(child)) return
const mesh = child as Object3D & {
isMesh?: boolean
name?: string
geometry?: {
boundingBox: Box3 | null
computeBoundingBox?: () => void
}
}
if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
mesh.geometry.computeBoundingBox()
}
if (mesh.geometry.boundingBox) {
localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
scratchBounds.copy(mesh.geometry.boundingBox).applyMatrix4(localMatrix)
if (!hasBounds) {
localBounds.copy(scratchBounds)
hasBounds = true
} else {
localBounds.union(scratchBounds)
}
}
}
for (const grandchild of child.children) {
expandBounds(grandchild)
}
}
for (const child of object.children) {
expandBounds(child)
}
if (!hasBounds) return null
return {
min: [localBounds.min.x, localBounds.min.y, localBounds.min.z],
max: [localBounds.max.x, localBounds.max.y, localBounds.max.z],
}
}
function getItemLocalBounds(item: ItemNode): ItemLocalBounds {
return getItemLocalBoundsFromObject(sceneRegistry.nodes.get(item.id) ?? null) ?? getFallbackItemLocalBounds(item)
}
function getItemParentAabb(item: ItemNode): ItemParentAabb {
const object = sceneRegistry.nodes.get(item.id)
const bounds = getItemLocalBounds(item)
if (!object) {
return {
minX: bounds.min[0] + item.position[0],
maxX: bounds.max[0] + item.position[0],
minY: bounds.min[1] + item.position[1],
maxY: bounds.max[1] + item.position[1],
minZ: bounds.min[2] + item.position[2],
maxZ: bounds.max[2] + item.position[2],
}
}
object.updateMatrix()
const corners = [
new Vector3(bounds.min[0], bounds.min[1], bounds.min[2]),
new Vector3(bounds.min[0], bounds.min[1], bounds.max[2]),
new Vector3(bounds.min[0], bounds.max[1], bounds.min[2]),
new Vector3(bounds.min[0], bounds.max[1], bounds.max[2]),
new Vector3(bounds.max[0], bounds.min[1], bounds.min[2]),
new Vector3(bounds.max[0], bounds.min[1], bounds.max[2]),
new Vector3(bounds.max[0], bounds.max[1], bounds.min[2]),
new Vector3(bounds.max[0], bounds.max[1], bounds.max[2]),
]
let minX = Number.POSITIVE_INFINITY
let minY = Number.POSITIVE_INFINITY
let minZ = Number.POSITIVE_INFINITY
let maxX = Number.NEGATIVE_INFINITY
let maxY = Number.NEGATIVE_INFINITY
let maxZ = Number.NEGATIVE_INFINITY
for (const corner of corners) {
corner.applyMatrix4(object.matrix)
minX = Math.min(minX, corner.x)
minY = Math.min(minY, corner.y)
minZ = Math.min(minZ, corner.z)
maxX = Math.max(maxX, corner.x)
maxY = Math.max(maxY, corner.y)
maxZ = Math.max(maxZ, corner.z)
}
return { minX, maxX, minY, maxY, minZ, maxZ }
}
function intervalsOverlap(minA: number, maxA: number, minB: number, maxB: number, epsilon = 1e-4) {
return minA < maxB - epsilon && maxA > minB + epsilon
}
function resolveNodeLevelId(node: AnyNode, nodes: Record<string, AnyNode>): string {
if (node.type === 'level') return node.id
let current: AnyNode | undefined = node
while (current) {
if (current.type === 'level') return current.id
current = current.parentId ? nodes[current.parentId] : undefined
}
return 'default'
}
/**
* Test if two line segments (a1->a2) and (b1->b2) intersect.
*/
@@ -481,8 +633,39 @@ export class SpatialGridManager {
rotation: [number, number, number],
ignoreIds?: string[],
) {
const grid = this.getFloorGrid(levelId)
return grid.canPlace(position, dimensions, rotation, ignoreIds)
const nodes = useScene.getState().nodes
const ignoreSet = new Set(ignoreIds ?? [])
const [width, , depth] = dimensions
const yRot = rotation[1]
const cos = Math.abs(Math.cos(yRot))
const sin = Math.abs(Math.sin(yRot))
const rotatedW = width * cos + depth * sin
const rotatedD = width * sin + depth * cos
const draftBounds = {
minX: position[0] - rotatedW / 2,
maxX: position[0] + rotatedW / 2,
minZ: position[2] - rotatedD / 2,
maxZ: position[2] + rotatedD / 2,
}
const conflicts: string[] = []
for (const node of Object.values(nodes)) {
if (node.type !== 'item') continue
const item = node as ItemNode
if (item.asset.attachTo) continue
if (ignoreSet.has(item.id)) continue
if (resolveNodeLevelId(item, nodes) !== levelId) continue
const bounds = getItemParentAabb(item)
if (
intervalsOverlap(draftBounds.minX, draftBounds.maxX, bounds.minX, bounds.maxX) &&
intervalsOverlap(draftBounds.minZ, draftBounds.maxZ, bounds.minZ, bounds.maxZ)
) {
conflicts.push(item.id)
}
}
return { valid: conflicts.length === 0, conflictIds: conflicts }
}
/**
@@ -514,7 +697,7 @@ export class SpatialGridManager {
// Convert local X position to parametric t (0-1)
const tCenter = localX / wallLength
const [itemWidth, itemHeight] = dimensions
return this.getWallGrid(levelId).canPlaceOnWall(
const baseResult = this.getWallGrid(levelId).canPlaceOnWall(
wallId,
wallLength,
wallHeight,
@@ -526,6 +709,44 @@ export class SpatialGridManager {
side,
ignoreIds,
)
if (!baseResult.valid) return baseResult
const nodes = useScene.getState().nodes
const ignoreSet = new Set(ignoreIds ?? [])
const draftBounds = {
minX: localX - itemWidth / 2,
maxX: localX + itemWidth / 2,
minY: baseResult.adjustedY,
maxY: baseResult.adjustedY + itemHeight,
}
const conflicts: string[] = []
for (const node of Object.values(nodes)) {
if (node.type !== 'item') continue
const item = node as ItemNode
if (!(item.asset.attachTo === 'wall' || item.asset.attachTo === 'wall-side')) continue
if (ignoreSet.has(item.id)) continue
if (item.parentId !== wallId) continue
if (attachType === 'wall-side' && item.asset.attachTo === 'wall-side' && side && item.side) {
if (side !== item.side) continue
}
const bounds = getItemParentAabb(item)
if (
intervalsOverlap(draftBounds.minX, draftBounds.maxX, bounds.minX, bounds.maxX) &&
intervalsOverlap(draftBounds.minY, draftBounds.maxY, bounds.minY, bounds.maxY)
) {
conflicts.push(item.id)
}
}
return {
...baseResult,
valid: conflicts.length === 0,
conflictIds: conflicts,
}
}
getWallForItem(levelId: string, itemId: string): string | undefined {
@@ -692,8 +913,39 @@ export class SpatialGridManager {
}
}
// Check for overlaps with other ceiling items
return this.getCeilingGrid(ceilingId).canPlace(position, dimensions, rotation, ignoreIds)
const nodes = useScene.getState().nodes
const ignoreSet = new Set(ignoreIds ?? [])
const [width, , depth] = dimensions
const yRot = rotation[1]
const cos = Math.abs(Math.cos(yRot))
const sin = Math.abs(Math.sin(yRot))
const rotatedW = width * cos + depth * sin
const rotatedD = width * sin + depth * cos
const draftBounds = {
minX: position[0] - rotatedW / 2,
maxX: position[0] + rotatedW / 2,
minZ: position[2] - rotatedD / 2,
maxZ: position[2] + rotatedD / 2,
}
const conflicts: string[] = []
for (const node of Object.values(nodes)) {
if (node.type !== 'item') continue
const item = node as ItemNode
if (item.asset.attachTo !== 'ceiling') continue
if (ignoreSet.has(item.id)) continue
if (item.parentId !== ceilingId) continue
const bounds = getItemParentAabb(item)
if (
intervalsOverlap(draftBounds.minX, draftBounds.maxX, bounds.minX, bounds.maxX) &&
intervalsOverlap(draftBounds.minZ, draftBounds.maxZ, bounds.minZ, bounds.maxZ)
) {
conflicts.push(item.id)
}
}
return { valid: conflicts.length === 0, conflictIds: conflicts }
}
clearLevel(levelId: string) {
@@ -449,6 +449,7 @@ type FloorplanItemEntry = {
item: ItemNode
points: string
polygon: Point2D[]
usesRealMesh: boolean
}
type FloorplanStairSegmentEntry = {
@@ -6165,10 +6166,12 @@ export function FloorplanPanel() {
item: entry.item,
points: formatPolygonPoints(entry.polygon),
polygon: entry.polygon,
usesRealMesh: entry.usesRealMesh,
},
]
})
}, [cursorPoint, floorplanItems, levelDescendantNodeById, movingFloorplanNodeRevision])
const hasPendingItemMeshFootprints = floorplanItemEntries.some((entry) => !entry.usesRealMesh)
const floorplanStairEntries = useMemo(
() =>
floorplanStairs.flatMap((stair) => {
@@ -8044,6 +8047,20 @@ export function FloorplanPanel() {
}
}, [isItemPlacementPreviewActive])
useEffect(() => {
if (!hasPendingItemMeshFootprints) {
return
}
const frameId = window.requestAnimationFrame(() => {
setMovingFloorplanNodeRevision((current) => current + 1)
})
return () => {
window.cancelAnimationFrame(frameId)
}
}, [hasPendingItemMeshFootprints])
useEffect(() => {
if (!(movingNode?.type === 'door' || movingNode?.type === 'window')) {
return
@@ -20,11 +20,14 @@ import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react'
import {
BoxGeometry,
Box3,
EdgesGeometry,
Euler,
type Group,
type LineSegments,
Matrix4,
type Mesh,
type Object3D,
PlaneGeometry,
Quaternion,
Vector3,
@@ -46,6 +49,108 @@ import type { DraftNodeHandle } from './use-draft-node'
const DEFAULT_DIMENSIONS: [number, number, number] = [1, 1, 1]
type PreviewBounds = {
min: [number, number, number]
max: [number, number, number]
dimensions: [number, number, number]
center: [number, number, number]
}
function getPreviewBoundsFromObject(object: Object3D | null): PreviewBounds | null {
if (!object) return null
object.updateWorldMatrix(true, true)
const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
const localMatrix = new Matrix4()
const localBounds = new Box3()
const scratchBounds = new Box3()
const hasBounds = { current: false }
const registeredNodeObjects = new Set(sceneRegistry.nodes.values())
const expandBounds = (child: Object3D) => {
if (child !== object && registeredNodeObjects.has(child)) {
return
}
const mesh = child as Object3D & {
isMesh?: boolean
name?: string
geometry?: {
boundingBox: Box3 | null
computeBoundingBox?: () => void
}
}
if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
mesh.geometry.computeBoundingBox()
}
if (mesh.geometry.boundingBox) {
localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
scratchBounds.copy(mesh.geometry.boundingBox).applyMatrix4(localMatrix)
if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) {
if (!hasBounds.current) {
localBounds.copy(scratchBounds)
hasBounds.current = true
} else {
localBounds.union(scratchBounds)
}
}
}
}
for (const grandchild of child.children) {
expandBounds(grandchild)
}
}
for (const child of object.children) {
expandBounds(child)
}
if (!hasBounds.current) return null
const size = new Vector3()
const center = new Vector3()
localBounds.getSize(size)
localBounds.getCenter(center)
if (size.x <= 0 || size.y <= 0 || size.z <= 0) {
return null
}
return {
min: [localBounds.min.x, localBounds.min.y, localBounds.min.z],
max: [localBounds.max.x, localBounds.max.y, localBounds.max.z],
dimensions: [size.x, size.y, size.z],
center: [center.x, center.y, center.z],
}
}
function getFallbackPreviewBounds(
item: import('@pascal-app/core').ItemNode | null,
asset: AssetInput,
attachTo: AssetInput['attachTo'],
): PreviewBounds {
const dims = item ? getScaledDimensions(item) : (asset.dimensions ?? DEFAULT_DIMENSIONS)
return {
min: [
-dims[0] / 2,
0,
attachTo === 'wall-side' ? -dims[2] : -dims[2] / 2,
],
max: [
dims[0] / 2,
dims[1],
attachTo === 'wall-side' ? 0 : dims[2] / 2,
],
dimensions: dims,
center: [0, dims[1] / 2, attachTo === 'wall-side' ? -dims[2] / 2 : 0],
}
}
// Shared materials for placement cursor - we just change colors, not swap materials
// Note: EdgesGeometry doesn't work with dashed lines, so using solid lines
const edgeMaterial = new LineBasicNodeMaterial({
@@ -89,6 +194,8 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
config.initialState ?? { surface: 'floor', wallId: null, ceilingId: null, surfaceItemId: null },
)
const shiftFreeRef = useRef(false)
const previewBoundsSignatureRef = useRef<string | null>(null)
const meshPreviewAppliedRef = useRef(false)
// Store config callbacks in refs to avoid re-running effect when they change
const configRef = useRef(config)
@@ -97,9 +204,33 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
const { canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling } = useSpatialQuery()
const { asset, draftNode } = config
const updatePreviewGeometry = (bounds: PreviewBounds) => {
const [width, height, depth] = bounds.dimensions
const [centerX, centerY, centerZ] = bounds.center
const signature = `${width.toFixed(4)}:${height.toFixed(4)}:${depth.toFixed(4)}:${centerX.toFixed(4)}:${centerY.toFixed(4)}:${centerZ.toFixed(4)}`
if (previewBoundsSignatureRef.current === signature) return
previewBoundsSignatureRef.current = signature
const nextBoxGeometry = new BoxGeometry(width, height, depth)
nextBoxGeometry.translate(centerX, centerY, centerZ)
const nextEdgesGeometry = new EdgesGeometry(nextBoxGeometry)
const nextBasePlaneGeometry = new PlaneGeometry(width, depth)
nextBasePlaneGeometry.rotateX(-Math.PI / 2)
nextBasePlaneGeometry.translate(centerX, 0.01, centerZ)
edgesRef.current.geometry.dispose()
edgesRef.current.geometry = nextEdgesGeometry
basePlaneRef.current.geometry.dispose()
basePlaneRef.current.geometry = nextBasePlaneGeometry
nextBoxGeometry.dispose()
}
useEffect(() => {
if (!asset) return
useScene.temporal.getState().pause()
meshPreviewAppliedRef.current = false
const validators = { canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling }
@@ -825,12 +956,13 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
// ---- Bounding box geometry ----
const draft = draftNode.current
const dims = draft ? getScaledDimensions(draft) : (asset.dimensions ?? DEFAULT_DIMENSIONS)
const boxGeometry = new BoxGeometry(dims[0], dims[1], dims[2])
const wallSideZOffset = asset.attachTo === 'wall-side' ? -dims[2] / 2 : 0
boxGeometry.translate(0, dims[1] / 2, wallSideZOffset)
const edgesGeometry = new EdgesGeometry(boxGeometry)
edgesRef.current.geometry = edgesGeometry
const fallbackBounds = getFallbackPreviewBounds(draft, asset, asset.attachTo)
updatePreviewGeometry(
draft
? (getPreviewBoundsFromObject(sceneRegistry.nodes.get(draft.id) ?? null) ??
fallbackBounds)
: fallbackBounds,
)
// ---- Undo protection ----
// Undo replaces the entire `nodes` object with a previous snapshot, which doesn't
@@ -874,6 +1006,7 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
return () => {
tearingDown = true
meshPreviewAppliedRef.current = false
unsubDraftWatch()
// Clear live transform for any remaining draft
if (draftNode.current) {
@@ -920,6 +1053,14 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
const mesh = sceneRegistry.nodes.get(draftNode.current.id)
if (!mesh) return
if (!meshPreviewAppliedRef.current) {
const previewBounds = getPreviewBoundsFromObject(mesh)
if (previewBounds) {
updatePreviewGeometry(previewBounds)
meshPreviewAppliedRef.current = true
}
}
// Hide wall/ceiling-attached items when between surfaces (only cursor visible)
if (asset.attachTo && placementState.current.surface === 'floor') {
mesh.visible = false
+250 -4
View File
@@ -1,12 +1,14 @@
import {
getScaledDimensions,
type AnyNode,
type AnyNodeId,
type ItemNode,
type LevelNode,
sceneRegistry,
useLiveTransforms,
} from '@pascal-app/core'
import { getRotatedRectanglePolygon, rotatePlanVector } from './geometry'
import type { Object3D } from 'three'
import { Box3, Matrix4, Vector3 } from 'three'
import { rotatePlanVector } from './geometry'
import type { FloorplanItemEntry, FloorplanNodeTransform, LevelDescendantMap } from './types'
export function collectLevelDescendants(
@@ -136,9 +138,253 @@ export function buildFloorplanItemEntry(
return null
}
const [width, , depth] = getScaledDimensions(item)
const object = sceneRegistry.nodes.get(item.id)
const realMeshPolygon = object
? getRealMeshFloorplanPolygon(transform, object)
: getCachedMeshFloorplanPolygon(item, transform)
if (!realMeshPolygon) {
return null
}
return {
item,
polygon: getRotatedRectanglePolygon(transform.position, width, depth, transform.rotation),
polygon: realMeshPolygon,
usesRealMesh: realMeshPolygon !== null,
}
}
type Point = {
x: number
y: number
}
function getCachedLocalMeshPolygon(item: ItemNode): Point[] | null {
const metadata =
typeof item.metadata === 'object' && item.metadata !== null && !Array.isArray(item.metadata)
? (item.metadata as Record<string, unknown>)
: null
const rawPolygon = metadata?.floorplanLocalPolygon
if (!Array.isArray(rawPolygon)) {
return null
}
const polygon = rawPolygon.flatMap((point) => {
if (!Array.isArray(point) || point.length < 2) {
return []
}
const x = point[0]
const y = point[1]
return typeof x === 'number' && typeof y === 'number' ? [{ x, y }] : []
})
return polygon.length >= 3 ? polygon : null
}
function getCachedMeshFloorplanPolygon(item: ItemNode, transform: FloorplanNodeTransform) {
const localPolygon = getCachedLocalMeshPolygon(item)
if (!localPolygon) {
return null
}
return localPolygon.map((corner) => {
const [offsetX, offsetY] = rotatePlanVector(corner.x, corner.y, transform.rotation)
return {
x: transform.position.x + offsetX,
y: transform.position.y + offsetY,
}
})
}
function getRealMeshFloorplanPolygon(transform: FloorplanNodeTransform, object: Object3D) {
const localPolygon = getLocalMeshFloorplanPolygon(object)
if (localPolygon.length === 0) {
return null
}
return localPolygon.map((corner) => {
const [offsetX, offsetY] = rotatePlanVector(corner.x, corner.y, transform.rotation)
return {
x: transform.position.x + offsetX,
y: transform.position.y + offsetY,
}
})
}
function getLocalMeshFloorplanPolygon(object: Object3D): Point[] {
object.updateWorldMatrix(true, true)
const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
const localMatrix = new Matrix4()
const scratchBounds = new Box3()
const scratchPosition = new Vector3()
const registeredNodeObjects = new Set(sceneRegistry.nodes.values())
const footprintPoints: Point[] = []
const collectPoints = (child: Object3D) => {
if (child !== object && registeredNodeObjects.has(child)) {
return
}
const mesh = child as {
isMesh?: boolean
name?: string
geometry?: {
boundingBox: Box3 | null
computeBoundingBox?: () => void
attributes?: {
position?: {
count: number
getX: (index: number) => number
getY: (index: number) => number
getZ: (index: number) => number
}
}
}
matrixWorld: Matrix4
}
if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
mesh.geometry.computeBoundingBox()
}
localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
const vertexPositions = mesh.geometry.attributes?.position
if (vertexPositions && vertexPositions.count > 0) {
for (let index = 0; index < vertexPositions.count; index += 1) {
scratchPosition
.set(
vertexPositions.getX(index),
vertexPositions.getY(index),
vertexPositions.getZ(index),
)
.applyMatrix4(localMatrix)
if (Number.isFinite(scratchPosition.x) && Number.isFinite(scratchPosition.z)) {
footprintPoints.push({ x: scratchPosition.x, y: scratchPosition.z })
}
}
} else if (mesh.geometry.boundingBox) {
scratchBounds.copy(mesh.geometry.boundingBox)
scratchBounds.applyMatrix4(localMatrix)
if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) {
footprintPoints.push(
{ x: scratchBounds.min.x, y: scratchBounds.min.z },
{ x: scratchBounds.max.x, y: scratchBounds.min.z },
{ x: scratchBounds.max.x, y: scratchBounds.max.z },
{ x: scratchBounds.min.x, y: scratchBounds.max.z },
)
}
}
}
for (const grandchild of child.children) {
collectPoints(grandchild)
}
}
for (const child of object.children) {
collectPoints(child)
}
return getMinimumAreaBoundingRect(footprintPoints) ?? []
}
function getMinimumAreaBoundingRect(points: Point[]) {
if (points.length === 0) {
return null
}
const hull = getConvexHull(points)
if (hull.length === 0) {
return null
}
if (hull.length === 1) {
const point = hull[0]!
return [point, point, point, point]
}
if (hull.length === 2) {
const [start, end] = hull
return [start!, end!, end!, start!]
}
let bestArea = Number.POSITIVE_INFINITY
let bestRect: Point[] | null = null
for (let index = 0; index < hull.length; index += 1) {
const start = hull[index]!
const end = hull[(index + 1) % hull.length]!
const angle = Math.atan2(end.y - start.y, end.x - start.x)
const cos = Math.cos(-angle)
const sin = Math.sin(-angle)
let minX = Number.POSITIVE_INFINITY
let maxX = Number.NEGATIVE_INFINITY
let minY = Number.POSITIVE_INFINITY
let maxY = Number.NEGATIVE_INFINITY
for (const point of hull) {
const rx = point.x * cos - point.y * sin
const ry = point.x * sin + point.y * cos
minX = Math.min(minX, rx)
maxX = Math.max(maxX, rx)
minY = Math.min(minY, ry)
maxY = Math.max(maxY, ry)
}
const area = (maxX - minX) * (maxY - minY)
if (area >= bestArea) {
continue
}
bestRect = [
{ x: minX, y: minY },
{ x: maxX, y: minY },
{ x: maxX, y: maxY },
{ x: minX, y: maxY },
].map((point) => ({
x: point.x * Math.cos(angle) - point.y * Math.sin(angle),
y: point.x * Math.sin(angle) + point.y * Math.cos(angle),
}))
bestArea = area
}
return bestRect
}
function getConvexHull(points: Point[]) {
const uniquePoints = Array.from(
new Map(points.map((point) => [`${point.x.toFixed(6)}:${point.y.toFixed(6)}`, point])).values(),
).sort((a, b) => (a.x === b.x ? a.y - b.y : a.x - b.x))
if (uniquePoints.length <= 1) {
return uniquePoints
}
const cross = (origin: Point, a: Point, b: Point) =>
(a.x - origin.x) * (b.y - origin.y) - (a.y - origin.y) * (b.x - origin.x)
const lower: Point[] = []
for (const point of uniquePoints) {
while (lower.length >= 2 && cross(lower[lower.length - 2]!, lower[lower.length - 1]!, point) <= 0) {
lower.pop()
}
lower.push(point)
}
const upper: Point[] = []
for (let index = uniquePoints.length - 1; index >= 0; index -= 1) {
const point = uniquePoints[index]!
while (upper.length >= 2 && cross(upper[upper.length - 2]!, upper[upper.length - 1]!, point) <= 0) {
upper.pop()
}
upper.push(point)
}
lower.pop()
upper.pop()
return [...lower, ...upper]
}
@@ -13,6 +13,7 @@ export type FloorplanLineSegment = {
export type FloorplanItemEntry = {
item: ItemNode
polygon: Point2D[]
usesRealMesh: boolean
}
export type FloorplanStairSegmentEntry = {
@@ -15,8 +15,8 @@ import { Clone } from '@react-three/drei/core/Clone'
import { useGLTF } from '@react-three/drei/core/Gltf'
import { useFrame } from '@react-three/fiber'
import { Suspense, useEffect, useMemo, useRef } from 'react'
import type { AnimationAction, Group, Material, Mesh } from 'three'
import { MathUtils } from 'three'
import type { AnimationAction, Group, Material, Mesh, Object3D } from 'three'
import { Box3, MathUtils, Matrix4, Vector3 } from 'three'
import { positionLocal, smoothstep, time } from 'three/tsl'
import { MeshStandardNodeMaterial } from 'three/webgpu'
import { useNodeEvents } from '../../../hooks/use-node-events'
@@ -89,6 +89,167 @@ const multiplyScales = (
b: [number, number, number],
): [number, number, number] => [a[0] * b[0], a[1] * b[1], a[2] * b[2]]
type Point = {
x: number
y: number
}
function getLocalMeshFloorplanPolygon(object: Object3D): Point[] {
object.updateWorldMatrix(true, true)
const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert()
const localMatrix = new Matrix4()
const scratchBounds = new Box3()
const scratchPosition = new Vector3()
const footprintPoints: Point[] = []
const collectPoints = (child: Object3D) => {
const mesh = child as Object3D & {
isMesh?: boolean
name?: string
geometry?: {
boundingBox: Box3 | null
computeBoundingBox?: () => void
attributes?: {
position?: {
count: number
getX: (index: number) => number
getY: (index: number) => number
getZ: (index: number) => number
}
}
}
matrixWorld: Matrix4
}
if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) {
if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) {
mesh.geometry.computeBoundingBox()
}
localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld)
const vertexPositions = mesh.geometry.attributes?.position
if (vertexPositions && vertexPositions.count > 0) {
for (let index = 0; index < vertexPositions.count; index += 1) {
scratchPosition
.set(
vertexPositions.getX(index),
vertexPositions.getY(index),
vertexPositions.getZ(index),
)
.applyMatrix4(localMatrix)
if (Number.isFinite(scratchPosition.x) && Number.isFinite(scratchPosition.z)) {
footprintPoints.push({ x: scratchPosition.x, y: scratchPosition.z })
}
}
} else if (mesh.geometry.boundingBox) {
scratchBounds.copy(mesh.geometry.boundingBox)
scratchBounds.applyMatrix4(localMatrix)
if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) {
footprintPoints.push(
{ x: scratchBounds.min.x, y: scratchBounds.min.z },
{ x: scratchBounds.max.x, y: scratchBounds.min.z },
{ x: scratchBounds.max.x, y: scratchBounds.max.z },
{ x: scratchBounds.min.x, y: scratchBounds.max.z },
)
}
}
}
for (const grandchild of child.children) {
collectPoints(grandchild)
}
}
for (const child of object.children) {
collectPoints(child)
}
return getMinimumAreaBoundingRect(footprintPoints) ?? []
}
function getMinimumAreaBoundingRect(points: Point[]) {
if (points.length === 0) return null
if (points.length < 3) return points
const hull = getConvexHull(points)
if (hull.length < 3) return hull
let bestArea = Number.POSITIVE_INFINITY
let bestRect: Point[] | null = null
for (let index = 0; index < hull.length; index += 1) {
const nextIndex = (index + 1) % hull.length
const current = hull[index]!
const next = hull[nextIndex]!
const angle = Math.atan2(next.y - current.y, next.x - current.x)
const cos = Math.cos(-angle)
const sin = Math.sin(-angle)
let minX = Number.POSITIVE_INFINITY
let maxX = Number.NEGATIVE_INFINITY
let minY = Number.POSITIVE_INFINITY
let maxY = Number.NEGATIVE_INFINITY
for (const point of hull) {
const rx = point.x * cos - point.y * sin
const ry = point.x * sin + point.y * cos
minX = Math.min(minX, rx)
maxX = Math.max(maxX, rx)
minY = Math.min(minY, ry)
maxY = Math.max(maxY, ry)
}
const area = (maxX - minX) * (maxY - minY)
if (area >= bestArea) continue
bestArea = area
const unrotate = (x: number, y: number): Point => ({
x: x * Math.cos(angle) - y * Math.sin(angle),
y: x * Math.sin(angle) + y * Math.cos(angle),
})
bestRect = [
unrotate(minX, minY),
unrotate(maxX, minY),
unrotate(maxX, maxY),
unrotate(minX, maxY),
]
}
return bestRect
}
function getConvexHull(points: Point[]) {
if (points.length <= 1) return points
const sorted = [...points].sort((a, b) => (a.x === b.x ? a.y - b.y : a.x - b.x))
const cross = (o: Point, a: Point, b: Point) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x)
const lower: Point[] = []
for (const point of sorted) {
while (lower.length >= 2 && cross(lower[lower.length - 2]!, lower[lower.length - 1]!, point) <= 0) {
lower.pop()
}
lower.push(point)
}
const upper: Point[] = []
for (let index = sorted.length - 1; index >= 0; index -= 1) {
const point = sorted[index]!
while (upper.length >= 2 && cross(upper[upper.length - 2]!, upper[upper.length - 1]!, point) <= 0) {
upper.pop()
}
upper.push(point)
}
lower.pop()
upper.pop()
return [...lower, ...upper]
}
const ModelRenderer = ({ node }: { node: ItemNode }) => {
const { scene, nodes, animations } = useGLTF(resolveCdnUrl(node.asset.src) || '')
const ref = useRef<Group>(null!)
@@ -107,6 +268,39 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
useScene.getState().dirtyNodes.add(node.parentId as AnyNodeId)
}, [node.parentId])
useEffect(() => {
const cloneRoot = ref.current
if (!cloneRoot) return
const polygon = getLocalMeshFloorplanPolygon(cloneRoot)
if (polygon.length < 3) return
const nextPolygon = polygon.map(({ x, y }) => [x, y] as [number, number])
const metadata =
typeof node.metadata === 'object' && node.metadata !== null && !Array.isArray(node.metadata)
? (node.metadata as Record<string, unknown>)
: {}
const currentPolygon = metadata.floorplanLocalPolygon
const unchanged =
Array.isArray(currentPolygon) &&
currentPolygon.length === nextPolygon.length &&
currentPolygon.every(
(point, index) =>
Array.isArray(point) &&
point[0] === nextPolygon[index]?.[0] &&
point[1] === nextPolygon[index]?.[1],
)
if (unchanged) return
useScene.getState().updateNode(node.id, {
metadata: {
...metadata,
floorplanLocalPolygon: nextPolygon,
},
})
}, [node.id, node.metadata, scene])
useEffect(() => {
const interactive = interactiveRef.current
if (!interactive) return