level height
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@@ -1,27 +1,88 @@
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import { type LevelNode, sceneRegistry, useScene } from '@pascal-app/core'
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import { type CeilingNode, type LevelNode, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import { lerp } from 'three/src/math/MathUtils.js'
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import useViewer from '../../store/use-viewer'
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const LEVEL_HEIGHT = 2.5
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const DEFAULT_LEVEL_HEIGHT = 2.5
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const EXPLODED_GAP = 5
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// Cache: levelId → computed height. Invalidated by nodes reference change.
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// Zustand produces a new `nodes` object on every mutation, so reference equality
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// is a zero-cost way to detect stale data without any subscription overhead.
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const heightCache = new Map<string, number>()
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let lastNodesRef: object | null = null
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function getLevelHeight(
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levelId: string,
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nodes: ReturnType<typeof useScene.getState>['nodes'],
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): number {
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if (heightCache.has(levelId)) return heightCache.get(levelId)!
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const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
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if (!level) return DEFAULT_LEVEL_HEIGHT
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let maxTop = 0
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for (const childId of level.children) {
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const child = nodes[childId as keyof typeof nodes]
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if (!child) continue
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if (child.type === 'ceiling') {
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// ceiling.height is the interior face Y in level-local space
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const ch = (child as CeilingNode).height ?? DEFAULT_LEVEL_HEIGHT
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if (ch > maxTop) maxTop = ch
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} else if (child.type === 'wall') {
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// Wall mesh is pushed up to slabElevation by WallSystem.
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// mesh.position.y + wall.height gives the actual top Y in level-local space.
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const meshY = sceneRegistry.nodes.get(childId as any)?.position.y ?? 0
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const top = meshY + ((child as WallNode).height ?? DEFAULT_LEVEL_HEIGHT)
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if (top > maxTop) maxTop = top
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}
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}
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const height = maxTop > 0 ? maxTop : DEFAULT_LEVEL_HEIGHT
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heightCache.set(levelId, height)
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return height
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}
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export const LevelSystem = () => {
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useFrame((_, delta) => {
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const nodes = useScene.getState().nodes
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// Clear cache when nodes reference changes (any node was mutated)
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if (nodes !== lastNodesRef) {
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heightCache.clear()
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lastNodesRef = nodes
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}
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const levelMode = useViewer.getState().levelMode
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const selectedLevel = useViewer.getState().selection.levelId
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// Collect and sort levels by floor index so we can compute cumulative offsets.
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// Level 0 → Y=0, Level 1 → Y=height(0), Level 2 → Y=height(0)+height(1), etc.
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type LevelEntry = { levelId: string; index: number; obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>> }
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const entries: LevelEntry[] = []
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sceneRegistry.byType.level.forEach((levelId) => {
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const obj = sceneRegistry.nodes.get(levelId)
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if (obj) {
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const level = useScene.getState().nodes[levelId as LevelNode['id']]
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const targetY =
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((level as any).level || 0) *
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(LEVEL_HEIGHT + (levelMode === 'exploded' ? EXPLODED_GAP: 0))
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obj.position.y = lerp(obj.position.y, targetY, delta * 3)
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obj.visible = levelMode !== 'solo' || level?.id === selectedLevel || !selectedLevel
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const level = nodes[levelId as LevelNode['id']]
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if (obj && level) {
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entries.push({ levelId, index: (level as any).level ?? 0, obj })
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}
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})
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entries.sort((a, b) => a.index - b.index)
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// Walk sorted levels, accumulating base Y offsets
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let cumulativeY = 0
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for (const { levelId, index, obj } of entries) {
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const level = nodes[levelId as LevelNode['id']]
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const baseY = cumulativeY
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const explodedExtra = levelMode === 'exploded' ? index * EXPLODED_GAP : 0
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const targetY = baseY + explodedExtra
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obj.position.y = lerp(obj.position.y, targetY, delta * 3)
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obj.visible = levelMode !== 'solo' || level?.id === selectedLevel || !selectedLevel
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cumulativeY += getLevelHeight(levelId, nodes)
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}
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})
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return null
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}
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