fix(editor): harden editor interactions and WebGPU rendering

Fix editor bug sweep regressions, WebGPU CSG/material crashes, Shift snap bypass behavior, arrow handle drag projection, and the wall preview null guard covered by the Sentry follow-up PRs.
This commit is contained in:
Aymeric Rabot
2026-06-11 13:03:34 -04:00
committed by GitHub
parent 2d2dba5dba
commit aab48e053f
111 changed files with 2211 additions and 955 deletions
+24 -192
View File
@@ -28,9 +28,12 @@ import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'
import { Brush, Evaluator, SUBTRACTION } from 'three-bvh-csg'
import { computeBoundsTree } from 'three-mesh-bvh'
import { ensureRenderableGeometryAttributes, prepareBrushForCSG } from '../../lib/csg-utils'
import { buildOpeningCutoutGeometry } from './opening-cutout-geometry'
// Reusable CSG evaluator for better performance
const csgEvaluator = new Evaluator()
csgEvaluator.attributes = ['position', 'normal', 'uv', 'uv2']
const CURVED_WALL_3D_ENDPOINT_INSET = 0.0015
const WALL_FACE_NORMAL_Y_EPSILON = 0.6
const WALL_FACE_EDGE_DISTANCE_EPSILON = 0.003
@@ -52,13 +55,6 @@ type TaggedWallBoundaryEdge = {
tag: WallBoundaryEdgeTag
}
function ensureUv2Attribute(geometry: THREE.BufferGeometry) {
const uv = geometry.getAttribute('uv')
if (!uv) return
geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(uv.array), 2))
}
function insetCurvedWallBoundaryPointsFor3D(
wall: WallNode,
boundaryPoints: ReturnType<typeof getWallMiterBoundaryPoints>,
@@ -671,7 +667,7 @@ export function generateExtrudedWall(
geometry.rotateX(-Math.PI / 2)
geometry.computeVertexNormals()
assignWallMaterialGroups(geometry, wallNode, boundaryEdges)
ensureUv2Attribute(geometry)
ensureRenderableGeometryAttributes(geometry)
// Apply CSG subtraction for cutouts (doors/windows)
const cutoutBrushes = collectCutoutBrushes(wallNode, childrenNodes, thickness)
@@ -681,6 +677,7 @@ export function generateExtrudedWall(
// Create wall brush from geometry
// Pre-compute BVH with new API to avoid deprecation warning
ensureRenderableGeometryAttributes(geometry)
computeGeometryBoundsTree(geometry)
const wallBrush = new Brush(geometry)
@@ -689,8 +686,9 @@ export function generateExtrudedWall(
// Subtract each cutout from the wall
let resultBrush = wallBrush
for (const cutoutBrush of cutoutBrushes) {
cutoutBrush.updateMatrixWorld()
prepareBrushForCSG(cutoutBrush)
const newResult = csgEvaluator.evaluate(resultBrush, cutoutBrush, SUBTRACTION)
prepareBrushForCSG(newResult)
if (resultBrush !== wallBrush) {
csgGeometry(resultBrush).dispose()
}
@@ -706,7 +704,7 @@ export function generateExtrudedWall(
const resultGeometry = csgGeometry(resultBrush)
resultGeometry.computeVertexNormals()
assignWallMaterialGroups(resultGeometry, wallNode, boundaryEdges)
ensureUv2Attribute(resultGeometry)
ensureRenderableGeometryAttributes(resultGeometry)
return resultGeometry
}
@@ -799,189 +797,23 @@ function collectCutoutBrushes(
return brushes
}
type ShapedOpeningNode = DoorNode | WindowNode
type CornerRadii = {
topLeft: number
topRight: number
bottomRight: number
bottomLeft: number
}
function createShapedOpeningCutoutBrush(opening: ShapedOpeningNode, wallThickness: number): Brush {
const shape = createShapedOpeningCutoutShape(opening)
const depth = wallThickness * 2
const bevelSize =
opening.openingShape === 'rounded'
? Math.min(
Math.max(opening.openingRevealRadius ?? 0.025, 0),
Math.max(wallThickness * 0.45, 0.001),
Math.max((opening.cornerRadius ?? 0.15) * 0.45, 0.001),
)
: 0
const geometry = new THREE.ExtrudeGeometry(shape, {
depth,
bevelEnabled: bevelSize > 0,
bevelSegments: bevelSize > 0 ? 8 : 0,
bevelSize,
bevelThickness: bevelSize,
curveSegments: 24,
})
geometry.translate(0, 0, -depth / 2)
function createShapedOpeningCutoutBrush(
opening: DoorNode | WindowNode,
wallThickness: number,
): Brush {
const halfWidth = opening.width / 2
const geometry = buildOpeningCutoutGeometry(
opening,
{
left: opening.position[0] - halfWidth,
right: opening.position[0] + halfWidth,
bottom: opening.position[1] - opening.height / 2,
top: opening.position[1] + opening.height / 2,
},
wallThickness * 2,
wallThickness,
)
computeGeometryBoundsTree(geometry)
return new Brush(geometry)
}
function createShapedOpeningCutoutShape(opening: ShapedOpeningNode): THREE.Shape {
const halfWidth = opening.width / 2
const bottom = opening.position[1] - opening.height / 2
const top = opening.position[1] + opening.height / 2
const centerX = opening.position[0]
const left = centerX - halfWidth
const right = centerX + halfWidth
const width = Math.max(opening.width, 1e-6)
const height = Math.max(opening.height, 1e-6)
const shape = new THREE.Shape()
if (opening.openingShape === 'arch') {
const archHeight = Math.min(Math.max(opening.archHeight ?? width / 2, 0.01), height)
const springY = top - archHeight
const segments = 32
shape.moveTo(left, bottom)
shape.lineTo(right, bottom)
shape.lineTo(right, springY)
for (let index = 1; index <= segments; index += 1) {
const x = right + (left - right) * (index / segments)
const normalizedX = Math.min(Math.abs((x - centerX) / halfWidth), 1)
const y = springY + archHeight * Math.sqrt(Math.max(1 - normalizedX * normalizedX, 0))
shape.lineTo(x, y)
}
shape.lineTo(left, bottom)
shape.closePath()
return shape
}
if (opening.openingShape === 'rounded') {
const radii = getRoundedOpeningRadii(opening, width, height)
applyRoundedOpeningShape(shape, left, right, bottom, top, radii)
return shape
}
shape.moveTo(left, bottom)
shape.lineTo(right, bottom)
shape.lineTo(right, top)
shape.lineTo(left, top)
shape.closePath()
return shape
}
function getRoundedOpeningRadii(
opening: ShapedOpeningNode,
width: number,
height: number,
): CornerRadii {
if (opening.type !== 'window') {
if (opening.openingRadiusMode === 'individual') {
const [topLeft = 0, topRight = 0] = opening.openingTopRadii ?? [0.15, 0.15]
return normalizeCornerRadii(
{
topLeft: Math.max(topLeft, 0),
topRight: Math.max(topRight, 0),
bottomRight: 0,
bottomLeft: 0,
},
width,
height,
)
}
const maxRadius = Math.min(width / 2, height)
const radius = Math.min(Math.max(opening.cornerRadius ?? 0.15, 0), maxRadius)
return { topLeft: radius, topRight: radius, bottomRight: 0, bottomLeft: 0 }
}
if (opening.openingRadiusMode === 'individual') {
const [topLeft = 0, topRight = 0, bottomRight = 0, bottomLeft = 0] =
opening.openingCornerRadii ?? [0.15, 0.15, 0.15, 0.15]
return normalizeCornerRadii(
{
topLeft: Math.max(topLeft, 0),
topRight: Math.max(topRight, 0),
bottomRight: Math.max(bottomRight, 0),
bottomLeft: Math.max(bottomLeft, 0),
},
width,
height,
)
}
const maxRadius = Math.min(width / 2, height / 2)
const radius = Math.min(Math.max(opening.cornerRadius ?? 0.15, 0), maxRadius)
return { topLeft: radius, topRight: radius, bottomRight: radius, bottomLeft: radius }
}
function normalizeCornerRadii(radii: CornerRadii, width: number, height: number): CornerRadii {
const next = { ...radii }
const maxScale = Math.min(
1,
width / Math.max(next.topLeft + next.topRight, 1e-6),
width / Math.max(next.bottomLeft + next.bottomRight, 1e-6),
height / Math.max(next.topLeft + next.bottomLeft, 1e-6),
height / Math.max(next.topRight + next.bottomRight, 1e-6),
)
if (maxScale < 1) {
next.topLeft *= maxScale
next.topRight *= maxScale
next.bottomRight *= maxScale
next.bottomLeft *= maxScale
}
return next
}
function applyRoundedOpeningShape(
shape: THREE.Shape,
left: number,
right: number,
bottom: number,
top: number,
radii: CornerRadii,
) {
const { topLeft, topRight, bottomRight, bottomLeft } = radii
shape.moveTo(left + bottomLeft, bottom)
shape.lineTo(right - bottomRight, bottom)
if (bottomRight > 1e-6) {
shape.absarc(right - bottomRight, bottom + bottomRight, bottomRight, -Math.PI / 2, 0, false)
} else {
shape.lineTo(right, bottom)
}
shape.lineTo(right, top - topRight)
if (topRight > 1e-6) {
shape.absarc(right - topRight, top - topRight, topRight, 0, Math.PI / 2, false)
} else {
shape.lineTo(right, top)
}
shape.lineTo(left + topLeft, top)
if (topLeft > 1e-6) {
shape.absarc(left + topLeft, top - topLeft, topLeft, Math.PI / 2, Math.PI, false)
} else {
shape.lineTo(left, top)
}
shape.lineTo(left, bottom + bottomLeft)
if (bottomLeft > 1e-6) {
shape.absarc(left + bottomLeft, bottom + bottomLeft, bottomLeft, Math.PI, Math.PI * 1.5, false)
} else {
shape.lineTo(left, bottom)
}
shape.closePath()
}