nodes: add modular cabinets and wall trim controls (#461)

* Add roof surface placement support for items

Items (e.g. solar panels) can now be placed on sloped roof surfaces.
The placement system computes euler rotation from the roof surface
normal so items sit flush on the slope instead of going inside.

- Add roofStrategy to placement-strategies with enter/move/click/leave
- Wire roof:enter/move/click/leave events in the placement coordinator
- Add calculateRoofRotation in placement-math using surface normals
- Support full 3D cursor rotation for sloped surfaces
- Items on roofs are parented to the level with world-space rotation

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

* fixed conflict

* Add modular cabinet node

* Add modular cabinet run and tall cabinet workflows

* Add cabinet paint slots and material groups

* Improve modular cabinet presets and wall snapping

* Improve cabinet wall snapping

* Fix cabinet wall snapping and countertop joins

* Improve cabinet appliance compartments

* Improve fridge visuals and smooth cabinet animations

Fridge exterior is now brushed silver with brass accents and the
interior is all white. Door/drawer animation no longer rebuilds the
full cabinet geometry per frame — animated parts carry pose metadata
that a new per-frame cabinet system applies directly to transforms.

Co-Authored-By: Claude <noreply@anthropic.com>

* Improve gas hob flames and cooktop knob controls

Port the curved-flame look from reference gas-burner photos: each burner
gets a ring of vertex-coloured tube flames (blue body, orange-yellow tips)
whose spines breathe and flicker per frame at ~30fps, plus a flat ignition
glow and a faded heat halo. Fix the knob pointer notch to rotate with the
knob instead of drifting sideways. Also includes cooktop compartment
presets/panels and cabinet selection/move affordance work.

Co-Authored-By: Claude <noreply@anthropic.com>

* Fix cabinet UVs and registry actions

* Fix registry move snap typecheck

* Fix cabinet knob animation concurrency

* Fix cabinet material disposal, undo flood, and 2D move parity

- Flag shared cabinet appliance materials (and the viewer's cached material
  factories) as cached so geometry rebuilds no longer dispose materials
  still referenced by other nodes, forcing scene-wide shader recompiles.
- Route the door/drawer open animation through useLiveNodeOverrides with a
  single final commit, so one play is one undo step instead of ~20.
- Add a cabinet-module floorplanMoveTarget: 2D drags now convert through
  planToLocal + magneticSnap like the 3D path, instead of writing plan
  coords into the run-local position (teleporting modules on rotated runs).
- Re-key sibling runs (cabinetAdjacencyRevision) when a run's
  neighbor-affecting inputs change, so countertop overhang joins re-trim
  when a neighbor moves/resizes/deletes.
- Narrow the cabinet panel's scene subscriptions (useShallow module
  selector) so it stops re-rendering on every scene mutation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Restructure cabinet schema and centralize run math/mutations

Prepares the cabinet node for the queued specialty units (corner L-shape,
sink base, appliance gap, open shelving):

- Add a `moduleKind` discriminator (default 'standard') on CabinetModuleNode
  so new unit types extend an enum instead of overloading the stack, and
  split CabinetCompartment into a z.discriminatedUnion so invalid field
  combos (drawer with rack style, fridge with burner state) are
  unrepresentable. Shared box fields now come from one `cabinetBoxFields`
  object so run/module schemas can't drift.
- Extract the straight-line run assumption (sort-by-x, edges, adjacency,
  spans, side-insert, reflow, frame transforms) into run-layout.ts —
  previously spread across definition/geometry/quick-actions/stack/
  move-frame, so corner support would have meant five parallel edits.
- Consolidate the run mutations (add module, wall cabinet/hood above,
  base↔tall switch, layout-revision bump) into run-ops.ts on SceneApi.
  Panel and quick-actions had drifted copies: the panel's add-module
  skipped gap checks, revision-bump scope differed per surface.
- Remove dead code: node-level doorStyle (with a migrateNodes entry —
  geometry only ever read per-compartment doorType), the unreachable
  slot-handle mesh block, the no-op handlePosition 'edge' enum value,
  wallLocalX, and duplicate totalCabinetHeight definitions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add cabinet snap tests and split the cabinet panel

- New tests: cabinetModuleParentFrame.magneticSnap (flush snap, threshold,
  Z alignment, nearest-edge) and wall-snap's resolveCabinetWallFaceOffset /
  collectCabinetWallSnapNeighbors (straight face, miter taper, ray-miss
  fallback, yaw/face/parent filtering) — 87 cabinet tests, up from 71.
- De-brittle geometry test lookups: coordinate-encoded mesh names are now
  matched by pattern, so dimension-default changes don't break them.
- Split panel.tsx (1,541 → 679 lines): CompartmentCard + option constants
  into compartment-card.tsx, CabinetRunPanel + reflow wiring into
  run-panel.tsx, and the compartment type-transition tables into a pure
  resolveCompartmentTransition in stack-transitions.ts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Split cabinet geometry.ts into per-appliance modules

Pure code motion: geometry.ts (4,728 lines) becomes a 336-line orchestrator
dispatching into geometry/ — shared helpers + cached appliance materials
(shared.ts), CSG fronts/handles/doors/drawers (fronts.ts), run spans +
countertop (run.ts), and self-contained hood/fridge/cooktop/dishwasher/
oven-microwave/pantry builders. No mesh names, userData stamps, materials,
or math changed; the './geometry' import path is unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add undermount sink compartment with CSG-cut countertops

New 'sink' compartment type (single / double / 60-40 bowl layouts)
following the cooktop pattern: zero stack height, countertop-plane
geometry, panel card with a bowl-layout selector, and a Sink Base
preset. Bowl openings are subtracted from both module- and run-owned
countertop slabs via three-bvh-csg; the basin shells, drain plumbing,
and a spec-sheet-proportioned gooseneck faucet (Grohe Minta-style pin
lever) render beneath the cut. Sink modules skip the carcass top panel
and the deck under the sink row so the basin hangs through.

Also scope the viewer mock in roof-surface-placement-guides.test.ts to
only stub useViewer — the bare module stub leaked into later suites and
broke real CSG imports.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Update ifc-converter next-env reference to build-mode route types

Regenerated by `next typegen` during check-types; points at
.next/types instead of the dev-mode .next/dev/types path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Draw cabinet floor plans with kitchen drafting symbols

Replace the per-module box soup with NKBA/architectural-convention
symbols: the run draws one heavier countertop outline per span
(extended by the overhang), base modules draw their front edge plus
compartment symbols — rounded bowl rects + faucet dot for sinks,
burner/zone rings for cooktops (reusing the 3D layout tables so 2D and
3D always agree) — and appliance modules carry standard upright labels
(DW / REF / OV / MW / PAN). Nested wall cabinets and hood-only modules
draw as dashed open outlines per the above-cut-plane convention.

* Play cabinet open/close animation on the E interaction key

Add an `e` slot to registry KeyboardActions and dispatch it in the
keyboard hook ahead of the legacy door/window arms, so kinds opt into
the E interaction on their NodeDefinition. Cabinets register it: E on a
module eases its doors/drawers open or closed, E on a run swings every
child module together, and hood-only modules fall through. The panel's
rAF animator moves into cabinet/interaction.ts (live-override frames,
single undo commit) so the Play button and E share one animation, and
the shortcuts dialog now documents E.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add kitchen island and bar counter support to cabinet runs

Islands: run-level countertopBackOverhang (seating side) and
withFinishedBack (decorative back panel), plus an I-key island placement
mode in the cabinet tool that skips wall snap. Bar counters: optional
barLedge {edge, height, depth} drawing a knee wall and raised slab along
the back or either run end, superseding the seating overhang on its
edge. withWaterfall drops slab-material panels to the floor on exposed
run ends. 2D floorplan outlines, selection bounds, geometry keys, and
run panel controls updated in parity; schemaVersion 3 -> 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Merge quick-action arrow and plus into one directional add glyph

The add-left/add-right buttons showed two unrelated icons; a single
plus-on-tail arrow reads as "add on this side".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Extend plugin discovery instead of replacing the host source

Also track the ifc-converter next-env routes reference update.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Add L-corner runs to modular cabinets with run-scoped grouping

An "L Left/Right" quick action spawns a perpendicular base leg, wall leg,
and wall bridge as metadata-linked runs parented to the SOURCE RUN, so the
run stays the single group: selecting a base module selects only it, and
the clicked module never becomes a container. Corner runs re-anchor when
the source module resizes or moves (new MovableParentFrame.onCommit hook,
mirrored in the 2D floorplan commit), run bounds fold in child leg runs,
and deleting one corner member removes only that node while unlink patches
keep the survivors' link metadata consistent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Delete emptied cabinet run groups in the same delete gesture

Removing a run's last child (module or derived corner leg) left an
empty group node in the scene graph and persisted data. onDeleteCascade
now receives the gesture's pending delete ids so multi-select deletes
count siblings as gone, and both cabinet kinds cascade the orphaned
parent run away in one undo step.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Remove filler front gap treatment

* Apply architecture review fixes across cabinet, plugin-trees, and framework

Move cabinet semantics out of packages/editor behind registry capabilities
(def.tree, selectionProxy.bypassDirectPick, IconRef quick-action icons,
catalog tool field), route cabinet selection through a core selection-proxy
helper, and make PanelWorkspace an opaque host tag. Fix the cabinet
placement undo flood, dirtyNodes.add bypasses, normalized UVs on paintable
slots, plugin-trees ghost layers/stale level transforms/untyped find-sync
event, and cross-file store-mock pollution plus orphaned dist tests that
broke combined test runs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* Propagate front styling to L-corner runs even when re-layout bails

Group style changes rode entirely on syncDerivedCornerRun, which bails
silently when a later-drawn wall blocks the corner layout or a leg run
gained modules outside the derived-run spec — leaving the L legs styled
stale. Apply the style patch directly to every linked corner run before
attempting the geometric re-layout.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>

* Improve editor viewer integration

* Refactor plugin panels and floorplan invalidation

* UV-unwrap and material-assign roof-segment trim planes

* Fix cabinet placement snap feedback

* Add cabinet wall snap bypass

* Fix cabinet continuous placement flow

* Implement wall band material slots

* Add corner addition preview functionality and related tests

* Fix cabinet and wall band behavior

* Fix architecture review blockers

* Fix post-merge quality check

* fix cursor review feedback

* Fix cabinet placement type and quick action history

* Improve cabinet placement feedback

* Make wall bands configurable

* Add wall trim profiles and default materials

* Fix architecture review issues

* Fix cabinet rotation and wall band visibility

* Fix sink appliance paint persistence

* Bake cabinet animations and preserve wall band material

* Fix cabinet group duplication and module snapping

* Fix cabinet duplication architecture

* Fix cabinet floorplan test and make placement-type hint a live chip

- floorplan.test.ts: pass the required liveTransforms map to
  cabinetFloorplanSiblingOverrides (the runtime callers always supply it)
- ToolHint gains an optional generic `chip` contract (subscribe/value/
  cycle/labels) so a kind can render a tool hint as a live mode chip —
  like the snapping/continuation chips — without the editor knowing the
  kind's store
- cabinet: the I hint now shows the current value (Type: Cabinet /
  Type: Island) and is clickable to toggle

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
Co-authored-by: Wassim SAMAD <wass08@gmail.com>
This commit is contained in:
Sudhir Yadav
2026-07-12 18:33:48 -04:00
committed by GitHub
co-authored by Claude Fable 5 Wassim SAMAD
parent 7d6879c416
commit c45808840c
169 changed files with 30272 additions and 706 deletions
@@ -1,19 +1,23 @@
'use client'
import { type AnyNodeDefinition, nodeRegistry } from '@pascal-app/core'
import { type AnyNodeDefinition, createSceneApi, nodeRegistry, useScene } from '@pascal-app/core'
import { type ComponentType, lazy, Suspense, useMemo } from 'react'
const DEFAULT_PRIORITY = 5
// Cache lazy components keyed by the module-loader function so React.lazy
// isn't re-invoked across renders.
const lazyCache = new WeakMap<() => Promise<unknown>, ComponentType>()
type RegisteredSystemProps = {
sceneApi: ReturnType<typeof createSceneApi>
}
function loadSystem(def: AnyNodeDefinition): ComponentType | null {
const lazyCache = new WeakMap<() => Promise<unknown>, ComponentType<RegisteredSystemProps>>()
function loadSystem(def: AnyNodeDefinition): ComponentType<RegisteredSystemProps> | null {
if (!def.system) return null
const cached = lazyCache.get(def.system.module)
if (cached) return cached
const Comp = lazy(def.system.module as () => Promise<{ default: ComponentType }>)
const Comp = lazy(def.system.module)
lazyCache.set(def.system.module, Comp)
return Comp
}
@@ -29,6 +33,7 @@ function loadSystem(def: AnyNodeDefinition): ComponentType | null {
* guard added to each legacy system.
*/
export function RegisteredSystems() {
const sceneApi = useMemo(() => createSceneApi(useScene), [])
const entries = useMemo(() => {
return Array.from(nodeRegistry.entries())
.filter(([, def]) => def.system != null)
@@ -46,7 +51,7 @@ export function RegisteredSystems() {
{entries.map(([kind, def]) => {
const Comp = loadSystem(def)
if (!Comp) return null
return <Comp key={`registered-system:${kind}`} />
return <Comp key={`registered-system:${kind}`} sceneApi={sceneApi} />
})}
</Suspense>
)
@@ -11,6 +11,7 @@ import {
type LevelNode,
type NodeEvent,
pointInPolygon,
resolveSelectionProxyId,
sceneRegistry,
useScene,
type WallNode,
@@ -184,20 +185,20 @@ const isNodeInZone = (node: AnyNode, levelId: string, zoneId: string): boolean =
const getStrategy = (): SelectionStrategy | null => {
const { buildingId, levelId, zoneId } = useViewer.getState().selection
const computeNextIds = (node: AnyNode, selectedIds: string[], event?: any): string[] => {
const computeNextIds = (nodeId: string, selectedIds: string[], event?: any): string[] => {
const isMeta = event?.metaKey || event?.nativeEvent?.metaKey
const isCtrl = event?.ctrlKey || event?.nativeEvent?.ctrlKey
// Shift toggles like Cmd/Ctrl — same convention as the 2D floorplan layer.
// Shift toggles membership like Cmd/Ctrl.
const isShift = event?.shiftKey || event?.nativeEvent?.shiftKey
if (isMeta || isCtrl || isShift) {
if (selectedIds.includes(node.id)) {
return selectedIds.filter((id) => id !== node.id)
if (selectedIds.includes(nodeId)) {
return selectedIds.filter((id) => id !== nodeId)
}
return [...selectedIds, node.id]
return [...selectedIds, nodeId]
}
return [node.id]
return [nodeId]
}
// No building selected -> can select buildings
@@ -266,9 +267,13 @@ const getStrategy = (): SelectionStrategy | null => {
}
const { selectedIds } = useViewer.getState().selection
const proxyId = resolveSelectionProxyId(
nodeToSelect,
useScene.getState().nodes as Record<string, AnyNode | undefined>,
)
useViewer
.getState()
.setSelection({ selectedIds: computeNextIds(nodeToSelect, selectedIds, nativeEvent) })
.setSelection({ selectedIds: computeNextIds(proxyId, selectedIds, nativeEvent) })
},
handleDeselect: () => {
const { selectedIds } = useViewer.getState().selection
@@ -317,7 +322,12 @@ export const SelectionManager = () => {
useViewer.setState({ hoveredId: null })
return
}
useViewer.setState({ hoveredId: event.node.id })
useViewer.setState({
hoveredId: resolveSelectionProxyId(
event.node,
useScene.getState().nodes as Record<string, AnyNode | undefined>,
),
})
}
}
@@ -327,7 +337,13 @@ export const SelectionManager = () => {
if (event.node.type === 'ceiling') return
if (strategy.isValid(event.node)) {
event.stopPropagation()
useViewer.setState({ hoveredId: null })
const targetId = resolveSelectionProxyId(
event.node,
useScene.getState().nodes as Record<string, AnyNode | undefined>,
)
if (useViewer.getState().hoveredId === targetId) {
useViewer.setState({ hoveredId: null })
}
}
}
+1
View File
@@ -46,6 +46,7 @@ export { useAssetUrl } from './hooks/use-asset-url'
export { useGLTFKTX2 } from './hooks/use-gltf-ktx2'
export { useNodeEvents } from './hooks/use-node-events'
export { ASSETS_CDN_URL, resolveAssetUrl, resolveCdnUrl } from './lib/asset-url'
export { applyWorldScaleBoxUVs } from './lib/box-uv'
// CSG primitives — used by chimney's roof-trim and other kinds whose
// geometry subtracts pieces against their host. Lives in viewer
// because three-bvh-csg / three-mesh-bvh are viewer-only deps.
+4
View File
@@ -89,6 +89,7 @@ export const glassMaterial = new MeshLambertNodeMaterial({
opacity: 0.35,
side: THREE.FrontSide,
})
glassMaterial.userData.__pascalCachedMaterial = true
function resolveNodeMaterialSide(side: THREE.Side): THREE.Side {
return side === THREE.DoubleSide ? THREE.FrontSide : side
@@ -445,6 +446,7 @@ export function createMaterialFromPreset(
const material =
shading === 'solid' ? new MeshLambertNodeMaterial() : new MeshStandardNodeMaterial()
applyMaterialPresetToMaterials(material, preset)
material.userData.__pascalCachedMaterial = true
materialCache.set(cacheKey, material)
return material
}
@@ -494,6 +496,7 @@ export function createMaterial(
metalness: props.metalness,
})
threeMaterial.userData.__pascalCachedMaterial = true
materialCache.set(cacheKey, threeMaterial)
return threeMaterial
}
@@ -570,6 +573,7 @@ function cachedDefaultMaterial(
if (cached) return cached
const material = createDefaultMaterial(color, roughness, shading, side)
material.userData.__pascalCachedMaterial = true
defaultMaterialCache.set(cacheKey, material)
return material
}
+4
View File
@@ -21,6 +21,8 @@ type ViewerState = {
setHoveredId: (id: AnyNode['id'] | ZoneNode['id'] | null) => void
cameraMode: 'perspective' | 'orthographic'
setCameraMode: (mode: 'perspective' | 'orthographic') => void
isExporting: boolean
setExporting: (value: boolean) => void
levelMode: 'stacked' | 'exploded' | 'solo' | 'manual'
setLevelMode: (mode: 'stacked' | 'exploded' | 'solo' | 'manual') => void
wallMode: 'up' | 'cutaway' | 'down'
@@ -32,6 +34,8 @@ type ViewerState = {
setSelection: (updates: Partial<SelectionPath>) => void
resetSelection: () => void
outliner: Outliner
geometryRevision: number
bumpGeometryRevision: () => void
exportScene: ((format?: 'glb' | 'stl' | 'obj') => Promise<void>) | null
setExportScene: (fn: ((format?: 'glb' | 'stl' | 'obj') => Promise<void>) | null) => void
}
+7
View File
@@ -122,6 +122,10 @@ type ViewerState = {
resetSelection: () => void
outliner: Outliner // No setter as we will manipulate directly the arrays
/** Bumped by GeometrySystem after each rebuild pass so selection/outline
* effects can re-apply to the freshly swapped meshes. */
geometryRevision: number
bumpGeometryRevision: () => void
// Export functionality
exportScene: ((format?: 'glb' | 'stl' | 'obj') => Promise<void>) | null
@@ -395,6 +399,9 @@ const useViewer = create<ViewerState>()(
}),
outliner: { selectedObjects: [], hoveredObjects: [] },
geometryRevision: 0,
bumpGeometryRevision: () =>
set((state) => ({ geometryRevision: state.geometryRevision + 1 })),
exportScene: null,
setExportScene: (fn) => set({ exportScene: fn }),
@@ -1,8 +1,30 @@
// @ts-expect-error — bun:test is provided by the Bun runtime; viewer does not
// depend on @types/bun so the import type is unresolved at compile time.
import { describe, expect, test } from 'bun:test'
import { Group } from 'three'
import { type GeometryBuildCacheEntry, shouldReuseGeometryBuild } from './geometry-system'
import { BoxGeometry, Group, Mesh, MeshBasicMaterial } from 'three'
import {
type GeometryBuildCacheEntry,
markGeometryBuildOutput,
shouldReuseGeometryBuild,
} from './geometry-system'
describe('markGeometryBuildOutput', () => {
test('marks nested builder meshes for slot paint preview', () => {
const root = new Group()
const nested = new Group()
const mesh = new Mesh(new BoxGeometry(1, 1, 1), new MeshBasicMaterial())
mesh.userData.slotId = 'appliance'
nested.add(mesh)
root.add(nested)
markGeometryBuildOutput(root)
expect(root.userData.__fromGeometry).toBe(true)
expect(nested.userData.__fromGeometry).toBe(true)
expect(mesh.userData.__fromGeometry).toBe(true)
expect(mesh.userData.slotId).toBe('appliance')
})
})
describe('shouldReuseGeometryBuild', () => {
test('rebuilds when the same node id remounts into a new group with the same key', () => {
@@ -8,11 +8,12 @@ import {
nodeRegistry,
type SurfaceRole,
sceneRegistry,
useLiveNodeOverrides,
useScene,
} from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react'
import { FrontSide, type Group, type Material, type Mesh } from 'three'
import { FrontSide, type Group, type Material, type Mesh, type Object3D } from 'three'
import {
type ColorPreset,
createSurfaceRoleMaterial,
@@ -58,6 +59,7 @@ export const GeometrySystem = () => {
const textures = useViewer((s) => s.textures)
const colorPreset = useViewer((s) => s.colorPreset)
const sceneTheme = useViewer((s) => s.sceneTheme)
const bumpGeometryRevision = useViewer((s) => s.bumpGeometryRevision)
// The shared scene-material library, threaded into each builder's ctx so
// pure geometry builders can resolve `scene:<id>` slot refs without
// importing `useScene`.
@@ -107,6 +109,7 @@ export const GeometrySystem = () => {
useFrame(() => {
if (dirtyNodes.size === 0) return
const nodes = useScene.getState().nodes
let rebuiltGeometry = false
// Phase 1 — group dirty nodes by (kind, parentId). Kinds that
// declare `def.computeLevelData` get one batch precompute per
@@ -187,7 +190,8 @@ export const GeometrySystem = () => {
// never skipped. This kills the board remount + pointer enter/leave
// churn when an item reparents onto a shelf.
if (def.geometryKey) {
const builtKey = `${shading}|${textures}|${colorPreset}|${sceneTheme}|${def.geometryKey(effectiveNode)}`
const childLiveOverrideKey = liveChildOverrideKey(node)
const builtKey = `${shading}|${textures}|${colorPreset}|${sceneTheme}|${def.geometryKey(effectiveNode)}|${childLiveOverrideKey}`
if (shouldReuseGeometryBuild(builtGeometryKeyRef.current, id, group, builtKey)) {
clearDirty(id as AnyNodeId)
continue
@@ -219,21 +223,10 @@ export const GeometrySystem = () => {
disposeChildren(group)
for (const child of [...built.children]) {
// Tag every child the builder produced so a subsequent rebuild
// can dispose only THIS rebuild's outputs and leave React-
// mounted siblings (hosted items inside a shelf / slab / etc.)
// alone. Without this, a parent rebuild triggered by a child
// event (e.g. an item reparenting onto a shelf calls
// `dirtyNodes.add(parent)` in `ItemRenderer`'s effect) would
// wipe ALL of the parent group's children — including the
// freshly-mounted item — leaving the item in scene state but
// invisible.
;(child as { userData?: Record<string, unknown> }).userData = {
...(child as { userData?: Record<string, unknown> }).userData,
__fromGeometry: true,
}
markGeometryBuildOutput(child)
group.add(child)
}
rebuiltGeometry = true
// NOTE: we intentionally do NOT reset `group.position` / `group.rotation`
// here. The `ParametricNodeRenderer` binds them via JSX (`position={...}`
// / `rotation={...}`) driven by `useLiveTransforms` during drag and
@@ -245,11 +238,25 @@ export const GeometrySystem = () => {
clearDirty(id as AnyNodeId)
}
if (rebuiltGeometry) bumpGeometryRevision()
}, 2)
return null
}
function liveChildOverrideKey(node: AnyNode): string {
const childIds = (node as unknown as { children?: AnyNodeId[] }).children
if (!Array.isArray(childIds) || childIds.length === 0) return ''
const overrides = useLiveNodeOverrides.getState().overrides
const entries: Array<[AnyNodeId, unknown]> = []
for (const childId of childIds) {
const override = overrides.get(childId)
if (override) entries.push([childId, override])
}
return entries.length === 0 ? '' : JSON.stringify(entries)
}
function nodeReferencesSceneMaterial(node: AnyNode): boolean {
const slots = (node as { slots?: Record<string, string> }).slots
if (!slots) return false
@@ -265,15 +272,18 @@ function buildGeometryContext(
levelData: unknown,
materials: GeometryContext['materials'],
): GeometryContext {
const resolve = <N = AnyNode>(id: AnyNodeId): N | undefined => nodes[id] as N | undefined
const resolve = <N = AnyNode>(id: AnyNodeId): N | undefined => {
const resolved = nodes[id]
return resolved ? (getEffectiveNode(resolved) as N) : undefined
}
const childIds = (node as unknown as { children?: AnyNodeId[] }).children
const children: AnyNode[] = Array.isArray(childIds)
? childIds.map((cid) => nodes[cid]).filter((n): n is AnyNode => n !== undefined)
? childIds.map((cid) => resolve<AnyNode>(cid)).filter((n): n is AnyNode => n !== undefined)
: []
const parentId = node.parentId as AnyNodeId | null
const parent: AnyNode | null = parentId ? (nodes[parentId] ?? null) : null
const parent: AnyNode | null = parentId ? (resolve<AnyNode>(parentId) ?? null) : null
// Siblings = same kind, same parent, excluding self. Walks the parent's
// children array; falls back to scanning the whole scene if the parent
@@ -284,13 +294,13 @@ function buildGeometryContext(
if (Array.isArray(parentChildIds)) {
for (const sid of parentChildIds) {
if (sid === node.id) continue
const s = nodes[sid]
const s = resolve<AnyNode>(sid)
if (s && s.type === node.type) siblings.push(s)
}
} else {
siblings = Object.values(nodes).filter(
(n) => n !== node && n.type === node.type && n.parentId === parentId,
)
siblings = Object.values(nodes)
.filter((n) => n !== node && n.type === node.type && n.parentId === parentId)
.map((n) => getEffectiveNode(n))
}
}
@@ -386,6 +396,18 @@ export type GeometryBuildCacheEntry = {
key: string
}
export function markGeometryBuildOutput(child: Object3D): void {
// Tag the builder subtree so paint previews can reach nested meshes (for
// example a cabinet sink faucet handle), while disposal still removes only
// top-level builder children from the registered group.
child.traverse((object) => {
object.userData = {
...object.userData,
__fromGeometry: true,
}
})
}
export function shouldReuseGeometryBuild(
cache: Map<string, GeometryBuildCacheEntry>,
id: string,
@@ -24,6 +24,7 @@ import * as THREE from 'three'
import { mergeGeometries, mergeVertices } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
import { ADDITION, Brush, Evaluator, SUBTRACTION } from 'three-bvh-csg'
import { computeBoundsTree } from 'three-mesh-bvh'
import { applyWorldScaleBoxUVs } from '../../lib/box-uv'
import { ensureRenderableGeometryAttributes } from '../../lib/csg-utils'
function csgGeometry(brush: Brush): THREE.BufferGeometry {
@@ -905,6 +906,23 @@ function hasSegmentTrim(node: RoofSegmentNode): boolean {
)
}
// Material slot the freshly exposed trim plane is assigned to. Slot 0 is the
// wall/trim band — the same finish the gable walls render with (concrete-drywall
// by default, continuous with the walls below). `remapRoofShellFaces` does not
// reclassify slot 0, so any new interior face CSG carves out of a BoxGeometry
// cutter lands on the wall band regardless of which box face it came from.
// Without this the box's default 6 groups (materialIndex 0..5) collapse via
// mod-4 and `remapRoofShellFaces` would reshuffle the vertical ones across
// slots. Accessories still clamp the slot via `useSegmentTrimClippedGeometry`
// when they expose fewer material slots.
const TRIM_CUT_MATERIAL_SLOT = 0
function assignTrimCutterSlot(geometry: THREE.BufferGeometry): void {
geometry.clearGroups()
const count = geometry.index ? geometry.index.count : geometry.getAttribute('position').count
geometry.addGroup(0, count, TRIM_CUT_MATERIAL_SLOT)
}
function buildTrimCutBrush(
minX: number,
maxX: number,
@@ -920,6 +938,11 @@ function buildTrimCutBrush(
const geometry = new THREE.BoxGeometry(width, height, depth)
geometry.translate((minX + maxX) / 2, (minY + maxY) / 2, (minZ + maxZ) / 2)
// World-metre UVs on the cutter so the newly exposed interior faces produced
// by CSG inherit tiled UVs (1 uv unit per metre) instead of the box's default
// 0→1-per-face, which would stretch the finish to fit each cut face.
applyWorldScaleBoxUVs(geometry, width, height, depth)
assignTrimCutterSlot(geometry)
ensureRenderableGeometryAttributes(geometry)
computeGeometryBoundsTree(geometry)
@@ -974,6 +997,9 @@ function buildDiagonalTrimCutBrush(
const geometry = new THREE.BoxGeometry(cutterLength, height, cutterDepth)
geometry.rotateY(yaw)
geometry.translate(centerX, (bounds.minY + bounds.maxY) / 2, centerZ)
// World-metre UVs so the diagonal cut's interior face inherits tiled UVs.
applyWorldScaleBoxUVs(geometry, cutterLength, height, cutterDepth)
assignTrimCutterSlot(geometry)
ensureRenderableGeometryAttributes(geometry)
computeGeometryBoundsTree(geometry)
@@ -1,10 +1,21 @@
import { type AnyNodeId, emitter, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
import {
type AnyNodeId,
emitter,
getWallFaceBandConfig,
sceneRegistry,
useScene,
type WallNode,
} from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import { useEffect, useRef } from 'react'
import type { Material } from 'three'
import { type Mesh, Vector3 } from 'three/webgpu'
import useViewer from '../../store/use-viewer'
import { getMaterialsForWall, getSelectionHighlightMaterials } from './wall-materials'
import {
getMaterialsForWall,
getSelectionHighlightMaterials,
getWallMaterialHash,
} from './wall-materials'
const tmpVec = new Vector3()
const u = new Vector3()
@@ -48,6 +59,7 @@ export const WallCutout = () => {
const lastShading = useRef(useViewer.getState().shading)
const lastNumberOfWalls = useRef(0)
const lastHighlightKey = useRef('')
const lastWallAppearanceKey = useRef('')
const lastTextures = useRef(useViewer.getState().textures)
const lastColorPreset = useRef(useViewer.getState().colorPreset)
const lastSceneTheme = useRef(useViewer.getState().sceneTheme)
@@ -62,22 +74,31 @@ export const WallCutout = () => {
const previewSelectedIds = useViewer.getState().previewSelectedIds
const hoveredId = useViewer.getState().hoveredId
const hoverHighlightMode = useViewer.getState().hoverHighlightMode
const sceneState = useScene.getState()
const currentTime = clock.elapsedTime
const currentCameraPosition = camera.position
camera.getWorldDirection(tmpVec)
tmpVec.add(currentCameraPosition)
const highlightedWallIds = new Set(
[...selectedIds, ...previewSelectedIds].filter(
(id) => useScene.getState().nodes[id as AnyNodeId]?.type === 'wall',
(id) => sceneState.nodes[id as AnyNodeId]?.type === 'wall',
),
)
const deleteHoveredWallId =
hoverHighlightMode === 'delete' &&
hoveredId &&
useScene.getState().nodes[hoveredId as AnyNodeId]?.type === 'wall'
sceneState.nodes[hoveredId as AnyNodeId]?.type === 'wall'
? hoveredId
: null
const highlightKey = `${Array.from(highlightedWallIds).sort().join('|')}::${deleteHoveredWallId ?? ''}`
const wallAppearanceKey = Array.from(sceneRegistry.byType.wall!)
.sort()
.map((wallId) => {
const wallNode = sceneState.nodes[wallId as WallNode['id']]
if (wallNode?.type !== 'wall') return `${wallId}:missing`
return `${wallId}:${getWallMaterialHash(wallNode, shading, sceneState.materials)}:${JSON.stringify(wallNode.faceBands ?? null)}`
})
.join('|')
const distanceMoved = currentCameraPosition.distanceTo(lastCameraPosition.current)
const directionChanged = tmpVec.distanceTo(lastCameraTarget.current)
@@ -91,7 +112,8 @@ export const WallCutout = () => {
lastColorPreset.current !== colorPreset ||
lastSceneTheme.current !== sceneTheme ||
sceneRegistry.byType.wall!.size !== lastNumberOfWalls.current ||
lastHighlightKey.current !== highlightKey
lastHighlightKey.current !== highlightKey ||
lastWallAppearanceKey.current !== wallAppearanceKey
) {
lastCameraPosition.current.copy(currentCameraPosition)
lastCameraTarget.current.copy(tmpVec)
@@ -102,37 +124,39 @@ export const WallCutout = () => {
walls.forEach((wallId) => {
const wallMesh = sceneRegistry.nodes.get(wallId)
if (!wallMesh) return
const wallNode = useScene.getState().nodes[wallId as WallNode['id']]
const wallNode = sceneState.nodes[wallId as WallNode['id']]
if (wallNode?.type !== 'wall') return
const hideWall = getWallHideState(wallNode, wallMesh as Mesh, wallMode, u)
const isDeleteHighlighted = deleteHoveredWallId === wallId
const isSelectionHighlighted = !isDeleteHighlighted && highlightedWallIds.has(wallId)
const shouldSelectionHighlight =
isSelectionHighlighted && !getWallFaceBandConfig(wallNode).enabled
const materials = getMaterialsForWall(
wallNode,
shading,
textures,
colorPreset,
sceneTheme,
useScene.getState().materials,
sceneState.materials,
)
if (wallMode === 'translucent') {
;(wallMesh as Mesh).material = isDeleteHighlighted
? materials.deleteTranslucent
: isSelectionHighlighted
: shouldSelectionHighlight
? getSelectionHighlightMaterials(materials.translucent)
: materials.translucent
} else if (hideWall) {
;(wallMesh as Mesh).material = isDeleteHighlighted
? materials.deleteInvisible
: isSelectionHighlighted
: shouldSelectionHighlight
? getSelectionHighlightMaterials(materials.invisible)
: materials.invisible
} else {
;(wallMesh as Mesh).material = isDeleteHighlighted
? materials.deleteVisible
: isSelectionHighlighted
: shouldSelectionHighlight
? getSelectionHighlightMaterials(materials.visible)
: materials.visible
}
@@ -144,6 +168,7 @@ export const WallCutout = () => {
lastSceneTheme.current = sceneTheme
lastNumberOfWalls.current = sceneRegistry.byType.wall!.size
lastHighlightKey.current = highlightKey
lastWallAppearanceKey.current = wallAppearanceKey
}
})
@@ -2,14 +2,17 @@ import {
getEffectiveWallSurfaceMaterial,
getMaterialPresetByRef,
getWallSurfaceMaterialSignature,
getWallSurfaceSideFromBandSlot,
parseMaterialRef,
resolveMaterial,
type SceneMaterial,
type SceneMaterialId,
WALL_SLOT_DEFAULT,
WALL_SURFACE_SLOT_DEFAULTS,
type WallNode,
type WallSurfaceMaterialSpec,
type WallSurfaceSide,
type WallSurfaceSlotId,
} from '@pascal-app/core'
import { Color, type Material } from 'three'
import { Fn, float, fract, length, mix, positionLocal, smoothstep, step, vec2 } from 'three/tsl'
@@ -41,7 +44,7 @@ const WALL_HIGHLIGHT_PROFILES = {
type WallHighlightKind = keyof typeof WALL_HIGHLIGHT_PROFILES
export type WallMaterialArray = [Material, Material, Material]
export type WallMaterialArray = Material[]
export interface WallMaterials {
visible: WallMaterialArray
@@ -126,6 +129,28 @@ function resolveWallFaceMaterial(
return resolveWallSlotDefault(WALL_SLOT_DEFAULT[side], shading)
}
function resolveWallSlotMaterial(
wallNode: WallNode,
slotId: WallSurfaceSlotId,
shading: RenderShading,
sceneMaterials: SceneMaterials,
): Material {
const ref = wallNode.slots?.[slotId]
if (ref) {
return (
resolveMaterialRef(ref, sceneMaterials, shading) ??
resolveWallSlotDefault(WALL_SURFACE_SLOT_DEFAULTS[slotId], shading)
)
}
const side = getWallSurfaceSideFromBandSlot(slotId)
if (side) {
return resolveWallFaceMaterial(wallNode, side, shading, sceneMaterials)
}
return resolveWallSlotDefault(WALL_SURFACE_SLOT_DEFAULTS[slotId], shading)
}
// Cache-key fragment for one face: the slot ref plus, for a `scene:` ref, the
// referenced material's *content* — so editing a scene material assigned to a
// wall invalidates the cache (a `library:` ref is static catalog content, so
@@ -149,6 +174,28 @@ function wallFaceMaterialSignature(
return getWallSurfaceMaterialSignature(getEffectiveWallSurfaceMaterial(wallNode, side))
}
function wallSlotMaterialSignature(
wallNode: WallNode,
slotId: WallSurfaceSlotId,
sceneMaterials: SceneMaterials,
): string {
const ref = wallNode.slots?.[slotId]
if (ref) {
const parsed = parseMaterialRef(ref)
if (parsed?.kind === 'scene') {
return JSON.stringify({
ref,
material: sceneMaterials?.[parsed.id as SceneMaterialId]?.material ?? null,
})
}
return JSON.stringify({ ref })
}
const side = getWallSurfaceSideFromBandSlot(slotId)
if (side) return wallFaceMaterialSignature(wallNode, side, sceneMaterials)
return JSON.stringify({ default: WALL_SURFACE_SLOT_DEFAULTS[slotId] })
}
// Slot-first tint for the cutaway/invisible wall variant.
function resolveWallFaceColor(
wallNode: WallNode,
@@ -171,6 +218,28 @@ function resolveWallFaceColor(
return getSurfaceColor(getEffectiveWallSurfaceMaterial(wallNode, side), fallback)
}
function resolveWallSlotColor(
wallNode: WallNode,
slotId: WallSurfaceSlotId,
sceneMaterials: SceneMaterials,
fallback: string,
): string {
const ref = wallNode.slots?.[slotId]
if (ref) {
const parsed = parseMaterialRef(ref)
if (parsed?.kind === 'library') {
return getMaterialPresetByRef(ref)?.mapProperties?.color ?? fallback
}
if (parsed?.kind === 'scene') {
const sceneMaterial = sceneMaterials?.[parsed.id as SceneMaterialId]
return sceneMaterial ? resolveMaterial(sceneMaterial.material).color : fallback
}
}
const side = getWallSurfaceSideFromBandSlot(slotId)
return side ? resolveWallFaceColor(wallNode, side, sceneMaterials, fallback) : fallback
}
function getSurfaceColor(spec: WallSurfaceMaterialSpec, fallback = DEFAULT_WALL_COLOR): string {
const preset = getMaterialPresetByRef(spec.materialPreset)
if (preset?.mapProperties?.color) {
@@ -346,6 +415,14 @@ export function getWallMaterialHash(
shading,
interior: wallFaceMaterialSignature(wallNode, 'interior', sceneMaterials),
exterior: wallFaceMaterialSignature(wallNode, 'exterior', sceneMaterials),
lowerInterior: wallSlotMaterialSignature(wallNode, 'lowerInterior', sceneMaterials),
middleInterior: wallSlotMaterialSignature(wallNode, 'middleInterior', sceneMaterials),
upperInterior: wallSlotMaterialSignature(wallNode, 'upperInterior', sceneMaterials),
topInterior: wallSlotMaterialSignature(wallNode, 'topInterior', sceneMaterials),
lowerExterior: wallSlotMaterialSignature(wallNode, 'lowerExterior', sceneMaterials),
middleExterior: wallSlotMaterialSignature(wallNode, 'middleExterior', sceneMaterials),
upperExterior: wallSlotMaterialSignature(wallNode, 'upperExterior', sceneMaterials),
topExterior: wallSlotMaterialSignature(wallNode, 'topExterior', sceneMaterials),
})
}
@@ -388,39 +465,77 @@ export function getMaterialsForWall(
wallRoleMaterial,
resolveWallFaceMaterial(wallNode, 'interior', shading, sceneMaterials),
resolveWallFaceMaterial(wallNode, 'exterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'lowerInterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'middleInterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'upperInterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'topInterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'lowerExterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'middleExterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'upperExterior', shading, sceneMaterials),
resolveWallSlotMaterial(wallNode, 'topExterior', shading, sceneMaterials),
]
: [wallRoleMaterial, wallRoleMaterial, wallRoleMaterial]
: Array.from({ length: 11 }, () => wallRoleMaterial)
const wallRoleColor = resolveSurfaceColor('wall', colorPreset, sceneTheme)
const invisible: WallMaterialArray = [
createInvisibleWallMaterial(wallRoleColor, textures ? shading : 'solid'),
createInvisibleWallMaterial(
textures
? resolveWallFaceColor(wallNode, 'interior', sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
...(['interior', 'exterior'] as WallSurfaceSide[]).map((side) =>
createInvisibleWallMaterial(
textures
? resolveWallFaceColor(wallNode, side, sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
),
),
createInvisibleWallMaterial(
textures
? resolveWallFaceColor(wallNode, 'exterior', sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
...(
[
'lowerInterior',
'middleInterior',
'upperInterior',
'topInterior',
'lowerExterior',
'middleExterior',
'upperExterior',
'topExterior',
] as WallSurfaceSlotId[]
).map((slotId) =>
createInvisibleWallMaterial(
textures
? resolveWallSlotColor(wallNode, slotId, sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
),
),
]
const translucent: WallMaterialArray = [
createTranslucentWallMaterial(wallRoleColor, textures ? shading : 'solid'),
createTranslucentWallMaterial(
textures
? resolveWallFaceColor(wallNode, 'interior', sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
...(['interior', 'exterior'] as WallSurfaceSide[]).map((side) =>
createTranslucentWallMaterial(
textures
? resolveWallFaceColor(wallNode, side, sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
),
),
createTranslucentWallMaterial(
textures
? resolveWallFaceColor(wallNode, 'exterior', sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
...(
[
'lowerInterior',
'middleInterior',
'upperInterior',
'topInterior',
'lowerExterior',
'middleExterior',
'upperExterior',
'topExterior',
] as WallSurfaceSlotId[]
).map((slotId) =>
createTranslucentWallMaterial(
textures
? resolveWallSlotColor(wallNode, slotId, sceneMaterials, wallRoleColor)
: wallRoleColor,
textures ? shading : 'solid',
),
),
]
+171 -12
View File
@@ -6,7 +6,10 @@ import {
type DoorNode,
getAdjacentWallIds,
getEffectiveNode,
getWallBandSlotId,
getWallCurveFrameAt,
getWallFaceBandConfig,
getWallFaceBandForHeight,
getWallMiterBoundaryPoints,
getWallPlanFootprint,
getWallSurfacePolygon,
@@ -22,6 +25,8 @@ import {
useScene,
type WallMiterData,
type WallNode,
type WallSurfaceSide,
type WallSurfaceSlotId,
type WindowNode,
} from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
@@ -37,6 +42,25 @@ 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
const WALL_BAND_SPLIT_EPSILON = 1e-5
const WALL_BAND_SLOT_MATERIAL_INDEX: Record<WallSurfaceSlotId, number> = {
interior: 1,
exterior: 2,
lowerInterior: 3,
middleInterior: 4,
upperInterior: 5,
topInterior: 6,
lowerExterior: 7,
middleExterior: 8,
upperExterior: 9,
topExterior: 10,
skirtingInterior: 0,
skirtingExterior: 0,
crownInterior: 0,
crownExterior: 0,
chairRailInterior: 0,
chairRailExterior: 0,
}
function computeGeometryBoundsTree(geometry: THREE.BufferGeometry) {
;(geometry as any).computeBoundsTree = computeBoundsTree
@@ -191,15 +215,19 @@ function distanceToWallBoundaryEdge(point: THREE.Vector2, edge: TaggedWallBounda
}
function getWallFaceMaterialIndex(
wall: Pick<WallNode, 'frontSide' | 'backSide'>,
wall: Pick<WallNode, 'frontSide' | 'backSide' | 'height' | 'faceBands'>,
face: 'front' | 'back',
): 0 | 1 | 2 {
y: number,
): number {
const semantic = face === 'front' ? wall.frontSide : wall.backSide
const fallback = face === 'front' ? 1 : 2
const fallback: WallSurfaceSide = face === 'front' ? 'interior' : 'exterior'
const side = semantic === 'interior' || semantic === 'exterior' ? semantic : fallback
if (semantic === 'interior') return 1
if (semantic === 'exterior') return 2
return fallback
const bands = getWallFaceBandConfig(wall)
if (!bands.enabled) return WALL_BAND_SLOT_MATERIAL_INDEX[side]
const band = getWallFaceBandForHeight(wall, y)
return WALL_BAND_SLOT_MATERIAL_INDEX[getWallBandSlotId(side, band)]
}
function assignWallMaterialGroups(
@@ -285,7 +313,7 @@ function assignWallMaterialGroups(
continue
}
triangleMaterials[triangleIndex] = getWallFaceMaterialIndex(wall, nearestTag)
triangleMaterials[triangleIndex] = getWallFaceMaterialIndex(wall, nearestTag, centroid.y)
}
geometry.clearGroups()
@@ -305,6 +333,126 @@ function assignWallMaterialGroups(
geometry.addGroup(groupStart * 3, (triangleCount - groupStart) * 3, currentMaterial)
}
type SplitVertex = {
x: number
y: number
z: number
}
function interpolateSplitVertex(a: SplitVertex, b: SplitVertex, t: number): SplitVertex {
return {
x: a.x + (b.x - a.x) * t,
y: a.y + (b.y - a.y) * t,
z: a.z + (b.z - a.z) * t,
}
}
function clipPolygonByY(polygon: SplitVertex[], planeY: number, keepBelow: boolean): SplitVertex[] {
const out: SplitVertex[] = []
if (polygon.length === 0) return out
const isInside = (vertex: SplitVertex) =>
keepBelow
? vertex.y <= planeY + WALL_BAND_SPLIT_EPSILON
: vertex.y >= planeY - WALL_BAND_SPLIT_EPSILON
for (let index = 0; index < polygon.length; index += 1) {
const current = polygon[index]!
const previous = polygon[(index + polygon.length - 1) % polygon.length]!
const currentInside = isInside(current)
const previousInside = isInside(previous)
if (currentInside !== previousInside) {
const denom = current.y - previous.y
if (Math.abs(denom) > WALL_BAND_SPLIT_EPSILON) {
out.push(interpolateSplitVertex(previous, current, (planeY - previous.y) / denom))
}
}
if (currentInside) out.push(current)
}
return out
}
function triangulateSplitPolygon(polygon: SplitVertex[], positions: number[]) {
if (polygon.length < 3) return
const first = polygon[0]!
for (let index = 1; index < polygon.length - 1; index += 1) {
const b = polygon[index]!
const c = polygon[index + 1]!
positions.push(first.x, first.y, first.z, b.x, b.y, b.z, c.x, c.y, c.z)
}
}
function splitGeometryAtHorizontalPlanes(
geometry: THREE.BufferGeometry,
planes: number[],
): THREE.BufferGeometry {
const splitPlanes = Array.from(
new Set(
planes
.filter((plane) => Number.isFinite(plane) && plane > WALL_BAND_SPLIT_EPSILON)
.map((plane) => Math.round(plane / WALL_BAND_SPLIT_EPSILON) * WALL_BAND_SPLIT_EPSILON),
),
).sort((a, b) => a - b)
if (splitPlanes.length === 0) return geometry
const source = geometry.index ? geometry.toNonIndexed() : geometry
const position = source.getAttribute('position')
if (!position || position.count === 0) return source
const positions: number[] = []
for (let index = 0; index < position.count; index += 3) {
let polygons: SplitVertex[][] = [
[
{ x: position.getX(index), y: position.getY(index), z: position.getZ(index) },
{ x: position.getX(index + 1), y: position.getY(index + 1), z: position.getZ(index + 1) },
{ x: position.getX(index + 2), y: position.getY(index + 2), z: position.getZ(index + 2) },
],
]
for (const plane of splitPlanes) {
const next: SplitVertex[][] = []
for (const polygon of polygons) {
const minY = Math.min(...polygon.map((vertex) => vertex.y))
const maxY = Math.max(...polygon.map((vertex) => vertex.y))
if (plane <= minY + WALL_BAND_SPLIT_EPSILON || plane >= maxY - WALL_BAND_SPLIT_EPSILON) {
next.push(polygon)
continue
}
const below = clipPolygonByY(polygon, plane, true)
const above = clipPolygonByY(polygon, plane, false)
if (below.length >= 3) next.push(below)
if (above.length >= 3) next.push(above)
}
polygons = next
}
for (const polygon of polygons) triangulateSplitPolygon(polygon, positions)
}
if (source !== geometry) geometry.dispose()
source.dispose()
const split = new THREE.BufferGeometry()
split.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
split.computeVertexNormals()
return split
}
function getWallBandSplitPlanes(wall: WallNode): number[] {
const bands = getWallFaceBandConfig(wall)
if (!bands.enabled) return []
const planes = [bands.lowerTop]
if (bands.count >= 3) planes.push(bands.middleTop)
if (bands.count >= 4) planes.push(bands.upperTop)
return planes.filter(
(plane) =>
plane > WALL_BAND_SPLIT_EPSILON && plane < (wall.height ?? 2.5) - WALL_BAND_SPLIT_EPSILON,
)
}
// ============================================================================
// WALL SYSTEM
// ============================================================================
@@ -747,7 +895,14 @@ export function generateExtrudedWall(
// Apply CSG subtraction for cutouts (doors/windows)
const cutoutBrushes = collectCutoutBrushes(wallNode, childrenNodes, thickness)
if (cutoutBrushes.length === 0) {
return geometry
const splitGeometry = splitGeometryAtHorizontalPlanes(
geometry,
getWallBandSplitPlanes(wallNode),
)
splitGeometry.computeVertexNormals()
assignWallMaterialGroups(splitGeometry, wallNode, boundaryEdges)
ensureRenderableGeometryAttributes(splitGeometry)
return splitGeometry
}
// Create wall brush from geometry
@@ -777,11 +932,15 @@ export function generateExtrudedWall(
}
const resultGeometry = csgGeometry(resultBrush)
resultGeometry.computeVertexNormals()
assignWallMaterialGroups(resultGeometry, wallNode, boundaryEdges)
ensureRenderableGeometryAttributes(resultGeometry)
const splitResultGeometry = splitGeometryAtHorizontalPlanes(
resultGeometry,
getWallBandSplitPlanes(wallNode),
)
splitResultGeometry.computeVertexNormals()
assignWallMaterialGroups(splitResultGeometry, wallNode, boundaryEdges)
ensureRenderableGeometryAttributes(splitResultGeometry)
return resultGeometry
return splitResultGeometry
}
/**