level height

This commit is contained in:
wass08
2026-02-20 19:33:59 +09:00
parent d819249d07
commit c58d5ab535
@@ -1,27 +1,88 @@
import { type LevelNode, sceneRegistry, useScene } from '@pascal-app/core'
import { type CeilingNode, type LevelNode, sceneRegistry, useScene, type WallNode } from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import { lerp } from 'three/src/math/MathUtils.js'
import useViewer from '../../store/use-viewer'
const LEVEL_HEIGHT = 2.5
const DEFAULT_LEVEL_HEIGHT = 2.5
const EXPLODED_GAP = 5
// Cache: levelId → computed height. Invalidated by nodes reference change.
// Zustand produces a new `nodes` object on every mutation, so reference equality
// is a zero-cost way to detect stale data without any subscription overhead.
const heightCache = new Map<string, number>()
let lastNodesRef: object | null = null
function getLevelHeight(
levelId: string,
nodes: ReturnType<typeof useScene.getState>['nodes'],
): number {
if (heightCache.has(levelId)) return heightCache.get(levelId)!
const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
if (!level) return DEFAULT_LEVEL_HEIGHT
let maxTop = 0
for (const childId of level.children) {
const child = nodes[childId as keyof typeof nodes]
if (!child) continue
if (child.type === 'ceiling') {
// ceiling.height is the interior face Y in level-local space
const ch = (child as CeilingNode).height ?? DEFAULT_LEVEL_HEIGHT
if (ch > maxTop) maxTop = ch
} else if (child.type === 'wall') {
// Wall mesh is pushed up to slabElevation by WallSystem.
// mesh.position.y + wall.height gives the actual top Y in level-local space.
const meshY = sceneRegistry.nodes.get(childId as any)?.position.y ?? 0
const top = meshY + ((child as WallNode).height ?? DEFAULT_LEVEL_HEIGHT)
if (top > maxTop) maxTop = top
}
}
const height = maxTop > 0 ? maxTop : DEFAULT_LEVEL_HEIGHT
heightCache.set(levelId, height)
return height
}
export const LevelSystem = () => {
useFrame((_, delta) => {
const nodes = useScene.getState().nodes
// Clear cache when nodes reference changes (any node was mutated)
if (nodes !== lastNodesRef) {
heightCache.clear()
lastNodesRef = nodes
}
const levelMode = useViewer.getState().levelMode
const selectedLevel = useViewer.getState().selection.levelId
// Collect and sort levels by floor index so we can compute cumulative offsets.
// Level 0 → Y=0, Level 1 → Y=height(0), Level 2 → Y=height(0)+height(1), etc.
type LevelEntry = { levelId: string; index: number; obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>> }
const entries: LevelEntry[] = []
sceneRegistry.byType.level.forEach((levelId) => {
const obj = sceneRegistry.nodes.get(levelId)
if (obj) {
const level = useScene.getState().nodes[levelId as LevelNode['id']]
const targetY =
((level as any).level || 0) *
(LEVEL_HEIGHT + (levelMode === 'exploded' ? EXPLODED_GAP: 0))
obj.position.y = lerp(obj.position.y, targetY, delta * 3)
obj.visible = levelMode !== 'solo' || level?.id === selectedLevel || !selectedLevel
const level = nodes[levelId as LevelNode['id']]
if (obj && level) {
entries.push({ levelId, index: (level as any).level ?? 0, obj })
}
})
entries.sort((a, b) => a.index - b.index)
// Walk sorted levels, accumulating base Y offsets
let cumulativeY = 0
for (const { levelId, index, obj } of entries) {
const level = nodes[levelId as LevelNode['id']]
const baseY = cumulativeY
const explodedExtra = levelMode === 'exploded' ? index * EXPLODED_GAP : 0
const targetY = baseY + explodedExtra
obj.position.y = lerp(obj.position.y, targetY, delta * 3)
obj.visible = levelMode !== 'solo' || level?.id === selectedLevel || !selectedLevel
cumulativeY += getLevelHeight(levelId, nodes)
}
})
return null
}