clean zone handling code
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@@ -5,6 +5,7 @@ import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, type Group,
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import { color, float, uniform, uv } from 'three/tsl'
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import { MeshBasicNodeMaterial } from 'three/webgpu'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { ZONE_LAYER } from '../../../lib/layers'
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const Y_OFFSET = 0.01
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const WALL_HEIGHT = 2.3
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@@ -239,13 +240,13 @@ export const ZoneRenderer = ({ node }: { node: ZoneNode }) => {
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rotation={[-Math.PI / 2, 0, 0]}
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material={floorMaterial}
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name="floor"
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layers={2}
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layers={ZONE_LAYER}
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>
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<shapeGeometry args={[floorShape]} />
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</mesh>
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{/* Wall borders with gradient */}
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<mesh geometry={wallGeometry} material={wallMaterial} name="walls" layers={2} />
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<mesh geometry={wallGeometry} material={wallMaterial} name="walls" layers={ZONE_LAYER} />
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</group>
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)
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}
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@@ -1,5 +1,5 @@
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import { useFrame, useThree } from '@react-three/fiber'
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import { useEffect, useRef, useState } from 'react'
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import { useEffect, useMemo, useRef, useState } from 'react'
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import { Color, Layers, UnsignedByteType } from 'three'
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import { outline } from 'three/addons/tsl/display/OutlineNode.js'
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import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
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@@ -25,6 +25,7 @@ import {
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import { RenderPipeline, type WebGPURenderer } from 'three/webgpu'
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import useViewer from '../../store/use-viewer'
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import { SCENE_LAYER, ZONE_LAYER } from '../../lib/layers'
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// SSGI Parameters - adjust these to fine-tune global illumination and ambient occlusion
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export const SSGI_PARAMS = {
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@@ -51,15 +52,20 @@ const PostProcessingPasses = () => {
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const hasPipelineErrorRef = useRef(false)
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const [isInitialized, setIsInitialized] = useState(false)
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const theme = useViewer((s) => s.theme)
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// Background color uniform — updated every frame via lerp, read by the TSL pipeline.
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// Initialised from the current theme so there's no flash on first render.
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const initBg = theme === 'dark' ? DARK_BG : LIGHT_BG
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const initBg = useViewer.getState().theme === 'dark' ? DARK_BG : LIGHT_BG
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const bgUniform = useRef(uniform(new Color(initBg)))
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const bgCurrent = useRef(new Color(initBg))
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const bgTarget = useRef(new Color())
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const zoneLayers = useMemo(() => {
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const l = new Layers()
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l.enable(ZONE_LAYER)
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l.disable(SCENE_LAYER)
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return l
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}, [])
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useEffect(() => {
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let mounted = true
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@@ -125,18 +131,8 @@ const PostProcessingPasses = () => {
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return colorToDirection(scenePassNormal.sample(uv))
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})
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// camera.layers.disable(0)
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// camera.layers.disable(1)
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// camera.layers.enable(2) // Enable layer 2 for zone rendering
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const zonePass = pass(scene, camera)
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// camera.layers.enable(0) // Disable layer 2 for main scene rendering
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// camera.layers.enable(1) // Disable layer 2 for main scene rendering
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// camera.layers.disable(2) // Disable layer 2 for main scene rendering
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const layers: Layers = new Layers()
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layers.enable(2) // Enable layer 2 for zone rendering
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layers.disable(0)
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zonePass.setLayers(layers)
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zonePass.setLayers(zoneLayers)
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// SSGI Pass (cast to PerspectiveCamera for SSGI)
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const giPass = ssgi(scenePassColor, scenePassDepth, sceneNormal, camera as any)
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@@ -260,11 +256,11 @@ const PostProcessingPasses = () => {
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}
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renderPipelineRef.current = null
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}
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}, [renderer, scene, camera, isInitialized])
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}, [renderer, scene, camera, isInitialized, zoneLayers])
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useFrame((_, delta) => {
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// Animate background colour toward the current theme target (same lerp as AnimatedBackground)
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bgTarget.current.set(theme === 'dark' ? DARK_BG : LIGHT_BG)
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bgTarget.current.set(useViewer.getState().theme === 'dark' ? DARK_BG : LIGHT_BG)
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bgCurrent.current.lerp(bgTarget.current, Math.min(delta, 0.1) * 4)
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bgUniform.current.value.copy(bgCurrent.current)
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@@ -1,5 +1,6 @@
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export { default as Viewer } from './components/viewer'
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export { default as useViewer } from './store/use-viewer'
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export { ASSETS_CDN_URL, resolveAssetUrl, resolveCdnUrl } from './lib/asset-url'
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export { SCENE_LAYER, ZONE_LAYER } from './lib/layers'
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export { InteractiveSystem } from './systems/interactive/interactive-system'
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export { snapLevelsToTruePositions } from './systems/level/level-utils'
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@@ -0,0 +1,5 @@
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/** Default Three.js layer for main scene geometry. */
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export const SCENE_LAYER = 0
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/** Layer used for zone rendering (floor fills and wall borders). */
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export const ZONE_LAYER = 2
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