fix slab detection for wall

This commit is contained in:
wass08
2026-01-29 15:08:57 +09:00
parent 916097733f
commit 9c185c4d33
6 changed files with 18 additions and 19 deletions
@@ -210,6 +210,7 @@ export class SpatialGridManager {
// Called when nodes change
handleNodeCreated(node: AnyNode, levelId: string) {
if (node.type === 'slab') {
console.log(`[SpatialGrid] Adding slab ${node.id} to level ${levelId}`, (node as SlabNode).polygon)
this.getSlabMap(levelId).set(node.id, node as SlabNode)
} else if (node.type === 'ceiling') {
this.ceilings.set(node.id, node as CeilingNode)
@@ -448,7 +449,8 @@ export class SpatialGridManager {
}
/**
* Get the slab elevation for a wall by sampling its start, mid, and end points.
* Get the slab elevation for a wall by checking if it overlaps with any slab polygon.
* Uses wallOverlapsPolygon which handles edge cases (points on boundary, collinear segments).
* Returns the highest slab elevation found, or 0 if none.
*/
getSlabElevationForWall(
@@ -457,24 +459,16 @@ export class SpatialGridManager {
end: [number, number],
): number {
const slabMap = this.slabsByLevel.get(levelId)
console.log(`[SpatialGrid] getSlabElevationForWall | levelId: ${levelId} | slabMap size: ${slabMap?.size ?? 0} | slabs:`, slabMap ? Array.from(slabMap.keys()) : [])
if (!slabMap) return 0
const samples: [number, number][] = [
start,
[(start[0] + end[0]) / 2, (start[1] + end[1]) / 2],
end,
]
let maxElevation = 0
for (const slab of slabMap.values()) {
if (slab.polygon.length < 3) continue
for (const [sx, sz] of samples) {
if (pointInPolygon(sx, sz, slab.polygon)) {
const elevation = slab.elevation ?? 0.05
if (elevation > maxElevation) {
maxElevation = elevation
}
break // This slab matched, no need to check more sample points
if (wallOverlapsPolygon(start, end, slab.polygon)) {
const elevation = slab.elevation ?? 0.05
if (elevation > maxElevation) {
maxElevation = elevation
}
}
}
@@ -22,8 +22,9 @@ export const CeilingSystem = () => {
const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
if (mesh) {
updateCeilingGeometry(node as CeilingNode, mesh)
clearDirty(id as AnyNodeId)
}
clearDirty(id as AnyNodeId)
// If mesh not found, keep it dirty for next frame
})
})
@@ -22,8 +22,9 @@ export const RoofSystem = () => {
const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
if (mesh) {
updateRoofGeometry(node as RoofNode, mesh)
clearDirty(id as AnyNodeId)
}
clearDirty(id as AnyNodeId)
// If mesh not found, keep it dirty for next frame
})
})
@@ -22,8 +22,9 @@ export const SlabSystem = () => {
const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
if (mesh) {
updateSlabGeometry(node as SlabNode, mesh)
clearDirty(id as AnyNodeId)
}
clearDirty(id as AnyNodeId)
// If mesh not found, keep it dirty for next frame
})
})
@@ -53,8 +53,9 @@ export const WallSystem = () => {
const mesh = sceneRegistry.nodes.get(wallId) as THREE.Mesh
if (mesh) {
updateWallGeometry(wallId, miterData)
clearDirty(wallId as AnyNodeId)
}
clearDirty(wallId as AnyNodeId)
// If mesh not found, keep it dirty for next frame
}
// Update adjacent walls that share junctions
@@ -106,6 +107,7 @@ function updateWallGeometry(wallId: string, miterData: WallMiterData) {
const levelId = resolveLevelId(node, nodes)
const slabElevation = spatialGridManager.getSlabElevationForWall(levelId, node.start, node.end)
console.log(`[WallSystem] Wall ${node.name || node.id} | levelId: ${levelId} | start: [${node.start}] | end: [${node.end}] | slabElevation: ${slabElevation}`)
const childrenIds = node.children || []
const childrenNodes = childrenIds
@@ -21,7 +21,7 @@ export const RoofRenderer = ({ node }: { node: RoofNode }) => {
>
{/* RoofSystem will replace this geometry in the next frame */}
<boxGeometry args={[0, 0, 0]} />
<meshStandardMaterial color="#8b4513" />
<meshStandardMaterial color="white" />
</mesh>
)
}