Merge remote-tracking branch 'origin/main' into feat/realtime-collaboration-sfx

This commit is contained in:
Aymeric Rabot
2026-07-24 00:28:45 +02:00
25 changed files with 1522 additions and 381 deletions
@@ -0,0 +1,150 @@
import { afterEach, beforeEach, describe, expect, test } from 'bun:test'
import type { AnyNode, SlabNode } from '../../schema'
import useLiveNodeOverrides from '../../store/use-live-node-overrides'
import useLiveTransforms from '../../store/use-live-transforms'
import useScene from '../../store/use-scene'
import { spatialGridManager } from './spatial-grid-manager'
// Group drags publish translated slab polygons/elevations to
// `useLiveNodeOverrides` only — the scene store (and thus the manager's
// committed index) doesn't change until the validating click. Support
// queries must honor those live records, otherwise items and walls
// re-elect against the pre-drag footprint and jump to ground mid-preview.
const LEVEL_ID = 'level_test'
const SQUARE: Array<[number, number]> = [
[-1, -1],
[1, -1],
[1, 1],
[-1, 1],
]
function makeLevel(children: string[] = []): AnyNode {
return {
id: LEVEL_ID,
type: 'level',
object: 'node',
parentId: null,
visible: true,
metadata: {},
children,
level: 0,
} as AnyNode
}
function makeSlab(
id: string,
polygon: Array<[number, number]>,
elevation: number,
overrides: Partial<SlabNode> = {},
): SlabNode {
return {
id,
type: 'slab',
object: 'node',
parentId: LEVEL_ID,
visible: true,
metadata: {},
children: [],
polygon,
holes: [],
holeMetadata: [],
elevation,
autoFromWalls: false,
...overrides,
} as SlabNode
}
const ITEM_DIMENSIONS: [number, number, number] = [0.5, 0.5, 0.5]
const NO_ROTATION: [number, number, number] = [0, 0, 0]
const itemSupportAt = (x: number, z: number) =>
spatialGridManager.getSlabSupportForItem(LEVEL_ID, [x, 0, z], ITEM_DIMENSIONS, NO_ROTATION)
describe('support queries honor live node overrides', () => {
beforeEach(() => {
spatialGridManager.clear()
useLiveNodeOverrides.getState().clearAll()
useLiveTransforms.getState().clearAll()
const deck = makeSlab('slab_deck', SQUARE, 0.5)
useScene.setState({ nodes: { [LEVEL_ID]: makeLevel([deck.id]), [deck.id]: deck } as never })
spatialGridManager.handleNodeCreated(deck as AnyNode, LEVEL_ID)
})
afterEach(() => {
useLiveNodeOverrides.getState().clearAll()
useLiveTransforms.getState().clearAll()
useScene.setState({ nodes: {} })
spatialGridManager.clear()
})
test('an item over a live-translated deck keeps electing it at the moved footprint', () => {
// Prime the committed rendered-polygon cache before the drag starts.
expect(itemSupportAt(0, 0)).toEqual({ elevation: 0.5, slabId: 'slab_deck' })
const translated = SQUARE.map(([x, z]) => [x + 10, z]) as Array<[number, number]>
useLiveNodeOverrides.getState().set('slab_deck', { polygon: translated })
// The moved footprint elects the deck; the vacated one no longer does.
expect(itemSupportAt(10, 0)).toEqual({ elevation: 0.5, slabId: 'slab_deck' })
expect(itemSupportAt(0, 0)).toEqual({ elevation: 0, slabId: null })
// Release/cancel: committed data wins again (cached fast path).
useLiveNodeOverrides.getState().clearAll()
expect(itemSupportAt(0, 0)).toEqual({ elevation: 0.5, slabId: 'slab_deck' })
expect(itemSupportAt(10, 0)).toEqual({ elevation: 0, slabId: null })
})
test('a live elevation change is visible to item and host queries', () => {
useLiveNodeOverrides.getState().set('slab_deck', { elevation: 1.2 })
expect(itemSupportAt(0, 0)).toEqual({ elevation: 1.2, slabId: 'slab_deck' })
expect(
spatialGridManager.getHostSlabElevationForFootprint(
LEVEL_ID,
'slab_deck',
[0, 0, 0],
ITEM_DIMENSIONS,
NO_ROTATION,
),
).toBeCloseTo(1.2)
useLiveNodeOverrides.getState().clearAll()
expect(itemSupportAt(0, 0)).toEqual({ elevation: 0.5, slabId: 'slab_deck' })
})
test('a deck translated via a useLiveTransforms delta supports items at the moved spot', () => {
// The slab move tool and the room-preset stamp publish a translation
// DELTA to useLiveTransforms (no polygon override) — the mesh moves but
// the committed polygon stays put, so furniture riding the preview used
// to elect ground and render under the deck until the validating click.
expect(itemSupportAt(0, 0)).toEqual({ elevation: 0.5, slabId: 'slab_deck' })
useLiveTransforms.getState().set('slab_deck', { position: [10, 0, 0], rotation: 0 })
expect(itemSupportAt(10, 0)).toEqual({ elevation: 0.5, slabId: 'slab_deck' })
expect(itemSupportAt(0, 0)).toEqual({ elevation: 0, slabId: null })
expect(
spatialGridManager.getSlabSupportForWall(LEVEL_ID, [9.5, 0], [10.5, 0]).elevation,
).toBeCloseTo(0.5)
useLiveTransforms.getState().clearAll()
expect(itemSupportAt(0, 0)).toEqual({ elevation: 0.5, slabId: 'slab_deck' })
expect(itemSupportAt(10, 0)).toEqual({ elevation: 0, slabId: null })
})
test('wall support follows a live-translated deck', () => {
const committed = spatialGridManager.getSlabSupportForWall(LEVEL_ID, [-0.5, 0], [0.5, 0])
expect(committed.elevation).toBeCloseTo(0.5)
const translated = SQUARE.map(([x, z]) => [x + 10, z]) as Array<[number, number]>
useLiveNodeOverrides.getState().set('slab_deck', { polygon: translated })
const moved = spatialGridManager.getSlabSupportForWall(LEVEL_ID, [9.5, 0], [10.5, 0])
expect(moved.elevation).toBeCloseTo(0.5)
expect(moved.electedSlabId).toBe('slab_deck')
const vacated = spatialGridManager.getSlabSupportForWall(LEVEL_ID, [-0.5, 0], [0.5, 0])
expect(vacated.elevation).toBe(0)
})
})
@@ -1,8 +1,10 @@
import { getRenderableSlabPolygon } from '../../lib/slab-polygon'
import { nodeRegistry } from '../../registry'
import type { AnyNode, CeilingNode, ItemNode, SlabNode, WallNode } from '../../schema'
import type { AnyNode, AnyNodeId, CeilingNode, ItemNode, SlabNode, WallNode } from '../../schema'
import { getScaledDimensions, isLowProfileItemSurface } from '../../schema'
import { getWallPlaneTop } from '../../services/storey'
import useLiveNodeOverrides, { getEffectiveNode } from '../../store/use-live-node-overrides'
import useLiveTransforms from '../../store/use-live-transforms'
import useScene from '../../store/use-scene'
import {
computeWallSlabSupport,
@@ -407,19 +409,79 @@ export class SpatialGridManager {
for (const slabId of slabMap.keys()) this.renderedSlabPolygons.delete(slabId)
}
/**
* True while a slab or wall on `levelId` has a live preview: group drags
* publish translated slab polygons and wall endpoints to
* `useLiveNodeOverrides`, and the slab move tool / room-preset stamp
* publish a translation DELTA to `useLiveTransforms` — either way the
* scene store commits only on release, so the committed cache and index
* would elect support against pre-drag footprints (items and walls
* visibly drop to ground mid-preview). Support queries then read
* live-effective records and skip the rendered-polygon cache.
*/
private levelHasLivePreview(levelId: string): boolean {
const nodes = useScene.getState().nodes
const structuralOnLevel = (id: string) => {
const node = nodes[id as AnyNodeId]
if (!node || (node.type !== 'slab' && node.type !== 'wall')) return false
return resolveNodeLevelId(node, nodes) === levelId
}
const overrides = useLiveNodeOverrides.getState().overrides
for (const id of overrides.keys()) {
if (structuralOnLevel(id)) return true
}
const transforms = useLiveTransforms.getState().transforms
for (const id of transforms.keys()) {
if (structuralOnLevel(id)) return true
}
return false
}
/**
* The live-effective slab record: field overrides merged, then the
* `useLiveTransforms` DELTA (slab publishers — move tool, room-preset
* stamp — store a translation, not an absolute position) applied to the
* polygon, holes, and elevation. Mapping happens exactly ONCE at each
* public query's loop entry: `slabSupportsFootprint` /
* `getRenderedSlabPolygon` take the already-effective record and must
* never re-map, or the delta would apply twice.
*/
private effectiveSlabRecord(slab: SlabNode): SlabNode {
let effective = getEffectiveNode(slab)
const live = useLiveTransforms.getState().get(slab.id)
if (live) {
const [dx, dy, dz] = live.position
if (dx !== 0 || dy !== 0 || dz !== 0) {
effective = {
...effective,
polygon: effective.polygon.map(([x, z]) => [x + dx, z + dz] as [number, number]),
holes: (effective.holes || []).map((hole) =>
hole.map(([x, z]) => [x + dx, z + dz] as [number, number]),
),
elevation: (effective.elevation ?? 0.05) + dy,
}
}
}
return effective
}
private getRenderedSlabPolygon(levelId: string, slab: SlabNode): Array<[number, number]> {
const cached = this.renderedSlabPolygons.get(slab.id)
if (cached) return cached
const live = this.levelHasLivePreview(levelId)
if (!live) {
const cached = this.renderedSlabPolygons.get(slab.id)
if (cached) return cached
}
const siblingSlabs: SlabNode[] = []
for (const other of this.getSlabMap(levelId).values()) {
if (other.id !== slab.id) siblingSlabs.push(other)
if (other.id !== slab.id) siblingSlabs.push(live ? this.effectiveSlabRecord(other) : other)
}
const walls = this.getLevelWallNodes(levelId)
const polygon = getRenderableSlabPolygon(slab, {
walls: this.getLevelWallNodes(levelId),
walls: live ? walls.map((wall) => getEffectiveNode(wall)) : walls,
siblingSlabs,
})
this.renderedSlabPolygons.set(slab.id, polygon)
if (!live) this.renderedSlabPolygons.set(slab.id, polygon)
return polygon
}
@@ -774,7 +836,8 @@ export class SpatialGridManager {
if (!slabMap) return 0
let maxElevation = 0
for (const slab of slabMap.values()) {
for (const stored of slabMap.values()) {
const slab = this.effectiveSlabRecord(stored)
if (slab.polygon.length >= 3 && pointInPolygon(x, z, slab.polygon)) {
// Check if point is in any hole
let inHole = false
@@ -836,7 +899,8 @@ export class SpatialGridManager {
let winningElevation = Number.NEGATIVE_INFINITY
let winnerId: string | null = null
for (const slab of slabMap.values()) {
for (const stored of slabMap.values()) {
const slab = this.effectiveSlabRecord(stored)
const elevation = slab.elevation ?? 0.05
if (maxElevation != null && elevation > maxElevation + SUPPORT_ELEVATION_EPSILON) continue
if (!this.slabSupportsFootprint(levelId, slab, position, dimensions, rotation)) continue
@@ -873,7 +937,8 @@ export class SpatialGridManager {
let best: { t: number; elevation: number; slabId: string } | null = null
if (slabMap) {
for (const slab of slabMap.values()) {
for (const stored of slabMap.values()) {
const slab = this.effectiveSlabRecord(stored)
if (slab.polygon.length < 3) continue
const elevation = slab.elevation ?? 0.05
const t = (elevation - oy) / dy
@@ -925,7 +990,8 @@ export class SpatialGridManager {
if (!slabMap) return []
const candidates: SlabSupportCandidate[] = []
for (const slab of slabMap.values()) {
for (const stored of slabMap.values()) {
const slab = this.effectiveSlabRecord(stored)
if (!this.slabSupportsFootprint(levelId, slab, position, dimensions, rotation)) continue
candidates.push({ slabId: slab.id, elevation: slab.elevation ?? 0.05 })
}
@@ -951,8 +1017,9 @@ export class SpatialGridManager {
dimensions: [number, number, number],
rotation: [number, number, number],
): number | null {
const slab = this.slabsByLevel.get(levelId)?.get(slabId)
if (!slab) return null
const stored = this.slabsByLevel.get(levelId)?.get(slabId)
if (!stored) return null
const slab = this.effectiveSlabRecord(stored)
if (!this.slabSupportsFootprint(levelId, slab, position, dimensions, rotation)) return null
return slab.elevation ?? 0.05
}
@@ -997,8 +1064,8 @@ export class SpatialGridManager {
return computeWallSlabSupport(
{ start, end, curveOffset, thickness },
[...slabMap.values()],
this.getLevelWallNodes(levelId),
[...slabMap.values()].map((slab) => this.effectiveSlabRecord(slab)),
this.getLevelWallNodes(levelId).map((wall) => getEffectiveNode(wall)),
preferredSlabId,
maxElevation,
)
@@ -133,6 +133,46 @@ describe('computeWallSlabElevation', () => {
expect(computeWallSlabElevation(wallLike, [grounded], [bandWall])).toBeCloseTo(0.1)
})
it('keeps a house wall on its floor when an elevated deck abuts the outer face', () => {
// Regression: a deck drawn against the wall covers the outer face line
// end-to-end (boundary contact counts), so the old max-across-polylines
// election handed the wall origin to the deck — every wall-hosted
// window/door rode along whenever the deck height changed. The carrying
// profile (min across supported faces) must stay on the interior floor.
const walls = [
parseWall([0, 0], [4, 0]),
parseWall([4, 0], [4, 4]),
parseWall([4, 4], [0, 4]),
parseWall([0, 4], [0, 0]),
]
const floor = SlabNode.parse({ polygon: SLAB, elevation: 0.05, thickness: 0.05 })
const houseWall = walls[0]!
const wallLike = {
start: houseWall.start,
end: houseWall.end,
thickness: houseWall.thickness,
}
for (const deckElevation of [1, 2]) {
const deck = SlabNode.parse({
polygon: [
[0, 0],
[4, 0],
[4, -3],
[0, -3],
],
elevation: deckElevation,
})
const support = computeWallSlabSupport(wallLike, [floor, deck], walls)
expect(support.elevation).toBeCloseTo(0.05)
expect(support.electedSlabId).toBe(floor.id)
expect(support.baseElevation).toBeCloseTo(0.05)
for (const segment of support.baseSegments) {
expect(segment.elevation).toBeCloseTo(0.05)
}
}
})
it('lifts a wall whose body a legacy stored polygon falls short of', () => {
// Legacy hand-adjusted slab: edges 6cm inside the wall centerlines —
// 1cm short of even the inner faces, so the STORED polygon never
+102 -58
View File
@@ -448,10 +448,14 @@ const WALL_SLAB_ELEVATION_POOL_EPSILON = 1e-4
* than `WALL_SLAB_MIN_OVERLAP` of the wall is ignored entirely (point
* contact, endpoint grazes).
*
* Same-elevation slabs pool their coverage. `elevation` preserves the
* existing wall-relative origin: the highest elevation covering at
* least `WALL_SLAB_SUPPORT_MAJORITY` of the wall, or the best-covered
* elevation when none reaches majority. `baseElevation` only fills down
* Same-elevation slabs pool their coverage. `elevation` is elected from
* the wall's carrying profile: per arc segment, the highest support on
* each face, then the min across supported faces — so a slab that only
* brushes one face (e.g. an elevated deck adjacent along the outer face)
* never lifts the wall origin. The highest carrying elevation covering
* at least `WALL_SLAB_SUPPORT_MAJORITY` of the wall wins, or the
* best-covered carrying elevation when none reaches majority.
* `baseElevation` only fills down
* where a lower support remains exposed on a wall face after higher,
* overlapping support is accounted for. Coincident floor/platform slabs
* therefore keep the wall on the platform, while slabs on opposite wall
@@ -560,58 +564,13 @@ export function computeWallSlabSupport(
}
type EvaluatedGroup = ElevationGroup & {
coverage: number
mergedPerPolyline: LengthInterval[][]
}
const evaluatedGroups: EvaluatedGroup[] = groups.map((group) => {
let coverage = 0
const mergedPerPolyline = group.perPolyline.map(mergeIntervals)
for (let i = 0; i < group.perPolyline.length; i++) {
const lineLength = polylineLengths[i]!
if (lineLength < 1e-9) continue
coverage = Math.max(coverage, intervalsLength(mergedPerPolyline[i]!) / lineLength)
}
return { ...group, coverage, mergedPerPolyline }
})
const evaluatedGroups: EvaluatedGroup[] = groups.map((group) => ({
...group,
mergedPerPolyline: group.perPolyline.map(mergeIntervals),
}))
const electableGroups =
maxElevation == null
? evaluatedGroups
: evaluatedGroups.filter(
(group) => group.elevation <= maxElevation + SUPPORT_ELEVATION_EPSILON,
)
let majorityElevation = Number.NEGATIVE_INFINITY
let bestElevation = Number.NEGATIVE_INFINITY
let bestCoverage = -1
for (const group of electableGroups) {
if (group.coverage >= WALL_SLAB_SUPPORT_MAJORITY - 1e-6) {
majorityElevation = Math.max(majorityElevation, group.elevation)
}
if (
group.coverage > bestCoverage + 1e-6 ||
(Math.abs(group.coverage - bestCoverage) <= 1e-6 && group.elevation > bestElevation)
) {
bestCoverage = group.coverage
bestElevation = group.elevation
}
}
const elevation =
preferredElevation !== null
? preferredElevation
: majorityElevation !== Number.NEGATIVE_INFINITY
? majorityElevation
: bestElevation === Number.NEGATIVE_INFINITY
? 0
: bestElevation
const electedSlabId =
preferredElectedSlabId ??
electableGroups
.find((group) => Math.abs(group.elevation - elevation) <= WALL_SLAB_ELEVATION_POOL_EPSILON)
?.slabIds.slice()
.sort()[0] ??
null
const normalizedIntervals = (group: EvaluatedGroup, polylineIndex: number) => {
const lineLength = polylineLengths[polylineIndex]!
if (lineLength < 1e-9) return []
@@ -638,9 +597,9 @@ export function computeWallSlabSupport(
(value, index) => index === 0 || value - breakpoints[index - 1]! > 1e-7,
)
const highestAt = (polylineIndex: number, t: number) => {
const highestAt = (groupList: typeof normalizedByGroup, polylineIndex: number, t: number) => {
let highest = Number.NEGATIVE_INFINITY
for (const group of normalizedByGroup) {
for (const group of groupList) {
if (
group.perPolyline[polylineIndex]?.some(
([intervalStart, intervalEnd]) => t >= intervalStart - 1e-7 && t <= intervalEnd + 1e-7,
@@ -652,17 +611,66 @@ export function computeWallSlabSupport(
return highest
}
// The pointer cap filters the ELECTION's carrying profile, not the base
// profile: with a deck capped away, the floor that also carries the wall
// must still win (geometry fill-down stays uncapped).
const electableNormalizedGroups =
maxElevation == null
? normalizedByGroup
: normalizedByGroup.filter(
(group) => group.elevation <= maxElevation + SUPPORT_ELEVATION_EPSILON,
)
const baseSegments: WallSlabSupportSegment[] = []
type CarryCandidate = { elevation: number; length: number }
const carryCandidates: CarryCandidate[] = []
const accumulateCarry = (elevation: number, length: number) => {
let candidate = carryCandidates.find(
(existing) => Math.abs(existing.elevation - elevation) <= WALL_SLAB_ELEVATION_POOL_EPSILON,
)
if (!candidate) {
candidate = { elevation, length: 0 }
carryCandidates.push(candidate)
}
candidate.length += length
}
for (let index = 1; index < uniqueBreakpoints.length; index++) {
const start = uniqueBreakpoints[index - 1]!
const end = uniqueBreakpoints[index]!
if (end - start < 1e-7) continue
const midpoint = (start + end) / 2
const leftElevation = polylines.length >= 3 ? highestAt(1, midpoint) : Number.NEGATIVE_INFINITY
const rightElevation = polylines.length >= 3 ? highestAt(2, midpoint) : Number.NEGATIVE_INFINITY
const centerElevation = highestAt(normalizedByGroup, 0, midpoint)
const leftElevation =
polylines.length >= 3 ? highestAt(normalizedByGroup, 1, midpoint) : Number.NEGATIVE_INFINITY
const rightElevation =
polylines.length >= 3 ? highestAt(normalizedByGroup, 2, midpoint) : Number.NEGATIVE_INFINITY
const faceElevations = [leftElevation, rightElevation].filter(Number.isFinite)
const segmentElevation =
faceElevations.length > 0 ? Math.min(...faceElevations) : Math.max(highestAt(0, midpoint), 0)
faceElevations.length > 0 ? Math.min(...faceElevations) : Math.max(centerElevation, 0)
if (electableNormalizedGroups === normalizedByGroup) {
if (faceElevations.length > 0 || Number.isFinite(centerElevation)) {
accumulateCarry(segmentElevation, end - start)
}
} else {
const electCenter = highestAt(electableNormalizedGroups, 0, midpoint)
const electLeft =
polylines.length >= 3
? highestAt(electableNormalizedGroups, 1, midpoint)
: Number.NEGATIVE_INFINITY
const electRight =
polylines.length >= 3
? highestAt(electableNormalizedGroups, 2, midpoint)
: Number.NEGATIVE_INFINITY
const electFaces = [electLeft, electRight].filter(Number.isFinite)
if (electFaces.length > 0 || Number.isFinite(electCenter)) {
accumulateCarry(
electFaces.length > 0 ? Math.min(...electFaces) : Math.max(electCenter, 0),
end - start,
)
}
}
const previous = baseSegments[baseSegments.length - 1]
if (
previous &&
@@ -674,6 +682,42 @@ export function computeWallSlabSupport(
}
}
let majorityElevation = Number.NEGATIVE_INFINITY
let bestElevation = Number.NEGATIVE_INFINITY
let bestCoverage = -1
for (const candidate of carryCandidates) {
if (candidate.length >= WALL_SLAB_SUPPORT_MAJORITY - 1e-6) {
majorityElevation = Math.max(majorityElevation, candidate.elevation)
}
if (
candidate.length > bestCoverage + 1e-6 ||
(Math.abs(candidate.length - bestCoverage) <= 1e-6 && candidate.elevation > bestElevation)
) {
bestCoverage = candidate.length
bestElevation = candidate.elevation
}
}
const elevation =
preferredElevation !== null
? preferredElevation
: majorityElevation !== Number.NEGATIVE_INFINITY
? majorityElevation
: bestElevation === Number.NEGATIVE_INFINITY
? 0
: bestElevation
const electedSlabId =
preferredElectedSlabId ??
evaluatedGroups
.filter(
(group) =>
maxElevation == null || group.elevation <= maxElevation + SUPPORT_ELEVATION_EPSILON,
)
.find((group) => Math.abs(group.elevation - elevation) <= WALL_SLAB_ELEVATION_POOL_EPSILON)
?.slabIds.slice()
.sort()[0] ??
null
if (baseSegments.length === 0) baseSegments.push({ start: 0, end: 1, elevation })
const baseElevation = Math.min(...baseSegments.map((segment) => segment.elevation))
return { elevation, electedSlabId, baseElevation, baseSegments }
@@ -0,0 +1,128 @@
import { afterEach, beforeEach, describe, expect, test } from 'bun:test'
import { z } from 'zod'
import { nodeRegistry, registerNode } from '../registry'
import type { AnyNodeDefinition } from '../registry/types'
import { LevelNode, WallNode } from '../schema'
import { validateBuildJson } from './validate-build-json'
function makeScene() {
const wall = WallNode.parse({
id: 'wall_test1',
parentId: 'level_test',
start: [0, 0],
end: [4, 0],
thickness: 0.1,
})
const level = LevelNode.parse({
id: 'level_test',
level: 0,
children: [wall.id],
})
return {
nodes: { [level.id]: level, [wall.id]: wall } as Record<string, unknown>,
rootNodeIds: [level.id],
}
}
describe('validateBuildJson', () => {
test('accepts a minimal valid scene', () => {
const result = validateBuildJson(makeScene())
expect(result.ok).toBe(true)
expect(result.schemaIssueCount).toBe(0)
})
test('plugin-typed children do not hard-fail their parent level', () => {
// Exports from projects with plugins carry nodes like `trees:tree`
// whose ids sit in level.children. The static children id union would
// reject them, but the scene store loads them fine (same data
// round-trips through the DB) — they must only surface as the
// unknown-types warning, never as an import-blocking schema error.
const scene = makeScene()
const level = scene.nodes.level_test as { children: string[] }
scene.nodes.tree_plugin1 = {
id: 'tree_plugin1',
type: 'trees:tree',
object: 'node',
parentId: 'level_test',
visible: true,
metadata: {},
children: [],
position: [1, 0, 1],
}
level.children = [...level.children, 'tree_plugin1']
const result = validateBuildJson(scene)
expect(result.ok).toBe(true)
expect(result.schemaIssueCount).toBe(0)
expect(result.warnings.some((w) => w.code === 'unknown_types')).toBe(true)
// The parsed payload keeps the plugin child — only validation filters it.
const parsedLevel = result.parsed?.nodes.level_test as { children: string[] }
expect(parsedLevel.children).toContain('tree_plugin1')
})
test('a genuinely malformed known-type node still blocks import', () => {
const scene = makeScene()
;(scene.nodes.wall_test1 as { start: unknown }).start = 'not-a-point'
const result = validateBuildJson(scene)
expect(result.ok).toBe(false)
expect(result.schemaIssueCount).toBe(1)
expect(result.schemaIssues[0]?.nodeId).toBe('wall_test1')
})
})
describe('validateBuildJson with registered plugin kinds', () => {
const sceneWithTree = (position: unknown) => {
const scene = makeScene()
const level = scene.nodes.level_test as { children: string[] }
scene.nodes.tree_plugin1 = {
id: 'tree_plugin1',
type: 'trees:tree',
object: 'node',
parentId: 'level_test',
visible: true,
metadata: {},
children: [],
position,
}
level.children = [...level.children, 'tree_plugin1']
return scene
}
beforeEach(() => {
nodeRegistry._reset()
registerNode({
kind: 'trees:tree',
schemaVersion: 1,
schema: z.looseObject({
id: z.string(),
type: z.literal('trees:tree'),
position: z.tuple([z.number(), z.number(), z.number()]),
}),
category: 'utility',
defaults: () => ({}),
capabilities: {},
} as unknown as AnyNodeDefinition)
})
afterEach(() => {
nodeRegistry._reset()
})
test('a registered plugin kind is first-class: no unknown-types warning', () => {
const result = validateBuildJson(sceneWithTree([1, 0, 1]))
expect(result.ok).toBe(true)
expect(result.schemaIssueCount).toBe(0)
expect(result.warnings.some((w) => w.code === 'unknown_types')).toBe(false)
expect(result.stats.pluginTypes['trees:tree']).toBe(1)
expect(result.stats.unknownTypes).toEqual({})
})
test('a corrupt registered plugin node is caught by its own schema', () => {
const result = validateBuildJson(sceneWithTree('not-a-position'))
expect(result.ok).toBe(false)
expect(result.schemaIssueCount).toBe(1)
expect(result.schemaIssues[0]?.nodeId).toBe('tree_plugin1')
expect(result.schemaIssues[0]?.nodeType).toBe('trees:tree')
})
})
@@ -1,3 +1,4 @@
import { nodeRegistry } from '../registry'
import { AnyNode, type AnyNodeType } from '../schema/types'
import { healSceneNodes } from '../utils/heal-scene-graph'
@@ -13,6 +14,8 @@ export type ValidationIssue = {
export type BuildStats = {
total: number
byType: Partial<Record<AnyNodeType, number>>
/** Kinds outside the static schema union but registered at runtime (plugins). */
pluginTypes: Record<string, number>
unknownTypes: Record<string, number>
floorAreaM2: number
}
@@ -80,7 +83,13 @@ export function validateBuildJson(input: unknown): ValidateBuildJsonResult {
const errors: ValidationIssue[] = []
const warnings: ValidationIssue[] = []
const schemaIssues: SchemaIssue[] = []
const stats: BuildStats = { total: 0, byType: {}, unknownTypes: {}, floorAreaM2: 0 }
const stats: BuildStats = {
total: 0,
byType: {},
pluginTypes: {},
unknownTypes: {},
floorAreaM2: 0,
}
if (!isPlainObject(input)) {
errors.push({
@@ -167,6 +176,33 @@ export function validateBuildJson(input: unknown): ValidateBuildJsonResult {
})
}
// Ids of nodes whose type falls outside the static schema union — plugin
// kinds (`trees:tree`) or genuinely unknown types. The scene store accepts
// them on load (they already round-trip through the DB fine) and they're
// surfaced by the unknown-types warning, but a parent's strict `children`
// id union would hard-fail over them: validate parents against a copy with
// those ids filtered out. The imported data itself keeps them.
const nonSchemaNodeIds = new Set<string>()
for (const [key, value] of Object.entries(nodes)) {
if (!isPlainObject(value)) continue
const type = typeof value.type === 'string' ? value.type : null
if (type && KNOWN_TYPES.has(type)) continue
nonSchemaNodeIds.add(typeof value.id === 'string' ? value.id : key)
}
const withoutNonSchemaChildren = (value: Record<string, unknown>): Record<string, unknown> => {
const children = value.children
if (!Array.isArray(children)) return value
if (!children.some((child) => typeof child === 'string' && nonSchemaNodeIds.has(child))) {
return value
}
return {
...value,
children: children.filter(
(child) => !(typeof child === 'string' && nonSchemaNodeIds.has(child)),
),
}
}
let validRootCount = 0
let mismatchedKeyCount = 0
let schemaFailureCount = 0
@@ -206,7 +242,7 @@ export function validateBuildJson(input: unknown): ValidateBuildJsonResult {
const t = type as AnyNodeType
stats.byType[t] = (stats.byType[t] ?? 0) + 1
const parseResult = AnyNode.safeParse(value)
const parseResult = AnyNode.safeParse(withoutNonSchemaChildren(value))
if (!parseResult.success) {
schemaFailureCount += 1
const issue = parseResult.error.issues[0]
@@ -232,7 +268,28 @@ export function validateBuildJson(input: unknown): ValidateBuildJsonResult {
}
}
} else {
stats.unknownTypes[type] = (stats.unknownTypes[type] ?? 0) + 1
const registered = nodeRegistry.get(type)
if (registered) {
// A runtime-registered plugin kind (e.g. `trees:tree`) is a
// first-class citizen: validate it with its own registered schema
// instead of flagging it unknown. Files from projects whose plugin
// is NOT loaded here still fall through to the unknown-types
// warning below.
stats.pluginTypes[type] = (stats.pluginTypes[type] ?? 0) + 1
const parseResult = registered.schema.safeParse(value)
if (!parseResult.success) {
schemaFailureCount += 1
const issue = parseResult.error.issues[0]
schemaIssues.push({
nodeId: key,
nodeType: type,
path: issue ? issue.path.join('.') : '',
message: issue ? issue.message : 'schema mismatch',
})
}
} else {
stats.unknownTypes[type] = (stats.unknownTypes[type] ?? 0) + 1
}
}
if (parentId && !(parentId in nodes)) {
@@ -0,0 +1,95 @@
'use client'
import {
computeHeroFraming,
createSnapshotPipeline,
GRID_LAYER,
heroCameraPose,
temporarilyHideNodeTypes,
useViewer,
} from '@pascal-app/viewer'
import { useThree } from '@react-three/fiber'
import { useEffect, useRef } from 'react'
import { PerspectiveCamera } from 'three'
import type { WebGPURenderer } from 'three/webgpu'
import { EDITOR_LAYER } from '../../lib/constants'
export function BakeThumbnail({
active,
onComplete,
onError,
}: {
active: boolean
onComplete: (blob: Blob, size: { w: number; h: number }) => void
onError: (message: string) => void
}) {
const renderer = useThree((state) => state.gl)
const scene = useThree((state) => state.scene)
const doneRef = useRef(false)
useEffect(() => {
if (!(active && !doneRef.current)) return
doneRef.current = true
const run = async () => {
const restoreNodeVisibility = temporarilyHideNodeTypes(['scan', 'guide', 'spawn'])
let pipeline: Awaited<ReturnType<typeof createSnapshotPipeline>> = null
try {
const framing = computeHeroFraming()
if (!framing) {
onError('scene has no framable content')
return
}
const { width, height } = renderer.domElement
const aspect = width / height
const camera = new PerspectiveCamera(60, aspect, 0.1, 1000)
camera.layers.disable(EDITOR_LAYER)
camera.layers.disable(GRID_LAYER)
const pose = heroCameraPose({
boxes: framing.boxes,
aim: framing.aim,
azimuthRad: framing.azimuthRad,
aspect,
})
camera.position.set(pose.position[0], pose.position[1], pose.position[2])
camera.lookAt(pose.target[0], pose.target[1], pose.target[2])
camera.updateMatrixWorld()
pipeline = await createSnapshotPipeline({
renderer: renderer as unknown as WebGPURenderer,
scene,
camera,
})
if (!pipeline) {
onError('thumbnail pipeline failed to build')
return
}
pipeline.applyEnvironment({
theme: useViewer.getState().sceneTheme,
transparent: false,
grade: true,
edges: useViewer.getState().edges,
camera,
})
const { blob, outW, outH } = await pipeline.capture({ captureMode: 'standard' })
onComplete(blob, { w: outW, h: outH })
} catch (error) {
console.error(
'[bake-thumbnail]',
error instanceof Error ? (error.stack ?? error.message) : error,
)
onError(error instanceof Error ? error.message : String(error))
} finally {
pipeline?.dispose()
restoreNodeVisibility()
}
}
void run()
}, [active, onComplete, onError, renderer, scene])
return null
}
@@ -1128,6 +1128,20 @@ export const FirstPersonControls = () => {
return () => window.cancelAnimationFrame(frame)
}, [gl])
// The pointer-lock effect below must be mount-stable. Its cleanup exits
// pointer lock, and `toggleInteractableTarget` is recreated whenever the
// camera object changes — which happens right after entry when the
// persisted orthographic mode swaps to perspective. If the async lock
// grant lands before that re-run, the cleanup's exitPointerLock fires an
// unlock the handler reads as "user left walkthrough", instantly
// cancelling a fresh entry (and arming the browser's ~1.25s re-lock
// cooldown, so the next presses fail too). Route the callback through a
// ref so the effect deps stay `[gl]`.
const toggleInteractableTargetRef = useRef(toggleInteractableTarget)
useEffect(() => {
toggleInteractableTargetRef.current = toggleInteractableTarget
}, [toggleInteractableTarget])
useEffect(() => {
const canvas = gl.domElement
const handleMouseMove = (e: MouseEvent) => {
@@ -1155,7 +1169,7 @@ export const FirstPersonControls = () => {
event.preventDefault()
event.stopPropagation()
toggleInteractableTarget()
toggleInteractableTargetRef.current()
}
const handlePointerLockChange = () => {
@@ -1192,7 +1206,7 @@ export const FirstPersonControls = () => {
document.exitPointerLock()
}
}
}, [gl, toggleInteractableTarget])
}, [gl])
useEffect(() => {
const canvas = gl.domElement
@@ -2,6 +2,7 @@ import { afterEach, describe, expect, test } from 'bun:test'
import {
type AnyNode,
type AnyNodeDefinition,
BuildingNode,
CeilingNode,
ColumnNode,
ElevatorNode,
@@ -46,8 +47,9 @@ function mountNode(
sceneRegistry.byType[node.type]!.add(node.id)
}
function mountRegistryGroup(node: AnyNode) {
function mountRegistryGroup(node: AnyNode, position: [number, number, number] = [0, 0, 0]) {
const group = new Group()
group.position.set(position[0], position[1], position[2])
group.updateMatrixWorld(true)
sceneRegistry.nodes.set(node.id, group)
sceneRegistry.byType[node.type]!.add(node.id)
@@ -160,6 +162,34 @@ describe('buildFirstPersonColliderWorldFromRegistry', () => {
world?.dispose()
})
test('adds a fallback floor only for the lowest slab-less level in a building', () => {
const building = BuildingNode.parse({
id: 'building_test',
children: ['level_ground', 'level_upper'],
})
const groundLevel = LevelNode.parse({
id: 'level_ground',
parentId: building.id,
level: 0,
height: 3,
})
const upperLevel = LevelNode.parse({
id: 'level_upper',
parentId: building.id,
level: 1,
})
setSceneNodes([building, groundLevel, upperLevel])
mountRegistryGroup(groundLevel)
mountRegistryGroup(upperLevel, [0, 3, 0])
const world = buildFirstPersonColliderWorldFromRegistry()
expect(world).not.toBeNull()
expect(world?.bounds?.min.y).toBeCloseTo(-0.08)
expect(world?.bounds?.max.y).toBeCloseTo(0)
world?.dispose()
})
test('adds a site ground collider so a spawn on bare ground has a floor', () => {
const site = SiteNode.parse({ id: 'site_test' })
setSceneNodes([site])
@@ -3,6 +3,7 @@ import {
type AnyNodeId,
type DoorNode,
getGarageVisibleOpeningRatio,
getLevelElevations,
isOperationDoorType,
nodeRegistry,
sceneRegistry,
@@ -129,10 +130,12 @@ function createLevelFallbackFloorGeometry(level: LevelNode, nodes: SceneNodes) {
function collectLevelFallbackFloorGeometries(nodes: SceneNodes) {
const geometries: THREE.BufferGeometry[] = []
const levelElevations = getLevelElevations(nodes)
for (const levelId of sceneRegistry.byType.level!) {
const node = nodes[levelId as AnyNodeId]
if (node?.type !== 'level') continue
if (levelElevations.get(node.id)?.baseY !== 0) continue
const geometry = createLevelFallbackFloorGeometry(node, nodes)
if (geometry) geometries.push(geometry)
@@ -1,47 +1,25 @@
'use client'
import { emitter, sceneRegistry } from '@pascal-app/core'
import { emitter } from '@pascal-app/core'
import {
backdropGradient,
deepSkyColor,
computeHeroFraming,
createSnapshotPipeline,
GRID_LAYER,
getSceneTheme,
horizonHazeColor,
packNormalToRGB,
SSGI_PARAMS,
heroCameraPose,
type SnapshotPipeline,
snapLevelsToTruePositions,
unpackRGBToNormal,
THUMBNAIL_HEIGHT,
THUMBNAIL_WIDTH,
temporarilyHideNodeTypes,
useViewer,
} from '@pascal-app/viewer'
import type { CameraControls } from '@react-three/drei'
import { useThree } from '@react-three/fiber'
import { useCallback, useEffect, useRef } from 'react'
import * as THREE from 'three'
import { UnsignedByteType } from 'three'
import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
import { denoise } from 'three/examples/jsm/tsl/display/DenoiseNode.js'
import { fxaa } from 'three/examples/jsm/tsl/display/FXAANode.js'
import {
convertToTexture,
diffuseColor,
float,
mix,
mrt,
normalView,
output,
pass,
sample,
screenUV,
smoothstep,
uniform,
vec4,
} from 'three/tsl'
import { RenderPipeline, RenderTarget, type WebGPURenderer } from 'three/webgpu'
import type { WebGPURenderer } from 'three/webgpu'
import { EDITOR_LAYER } from '../../lib/constants'
const THUMBNAIL_WIDTH = 1920
const THUMBNAIL_HEIGHT = 1080
export interface SnapshotCameraData {
position: [number, number, number]
target: [number, number, number] | null
@@ -64,20 +42,7 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
const onThumbnailCaptureRef = useRef(onThumbnailCapture)
const thumbnailCameraRef = useRef<THREE.PerspectiveCamera | null>(null)
const pipelineRef = useRef<RenderPipeline | null>(null)
const renderTargetRef = useRef<RenderTarget | null>(null)
// Backdrop compositing for scene snapshots (studio renders, project
// thumbnails): theme background + sky gradient, same world-ray math as the
// viewport backdrop in viewer's post-processing. Uniform-driven so the one
// cached pipeline serves both opaque and transparent (preset/item) captures.
const bgColorUniform = useRef(uniform(new THREE.Color('#ffffff')))
const bgSkyUniform = useRef(uniform(new THREE.Color('#ffffff')))
const bgSkyDeepUniform = useRef(uniform(new THREE.Color('#ffffff')))
const bgHazeUniform = useRef(uniform(new THREE.Color('#ffffff')))
const bgProjInvUniform = useRef(uniform(new THREE.Matrix4()))
const bgCamWorldUniform = useRef(uniform(new THREE.Matrix4()))
const bgMixUniform = useRef(uniform(1))
const pipelineRef = useRef<SnapshotPipeline | null>(null)
useEffect(() => {
onThumbnailCaptureRef.current = onThumbnailCapture
@@ -93,116 +58,24 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
let mounted = true
const buildPipeline = async () => {
try {
if ((gl as any).init) await (gl as any).init()
if (!mounted) return
// pass() handles MRT internally for all material types, including custom
// shaders — unlike renderer.setMRT() which crashes on non-NodeMaterials.
// pass() also respects camera.layers, so EDITOR_LAYER + GRID_LAYER objects are filtered.
const scenePass = pass(scene, cam)
scenePass.setMRT(
mrt({
output,
diffuseColor,
normal: packNormalToRGB(normalView),
}),
)
const scenePassColor = scenePass.getTextureNode('output')
const scenePassDepth = scenePass.getTextureNode('depth')
const scenePassNormal = scenePass.getTextureNode('normal')
scenePass.getTexture('diffuseColor').type = UnsignedByteType
scenePass.getTexture('normal').type = UnsignedByteType
const sceneNormal = sample((uv) => unpackRGBToNormal(scenePassNormal.sample(uv)))
const giPass = ssgi(scenePassColor, scenePassDepth, sceneNormal, cam as any)
giPass.sliceCount.value = SSGI_PARAMS.sliceCount
giPass.stepCount.value = SSGI_PARAMS.stepCount
giPass.radius.value = SSGI_PARAMS.radius
giPass.expFactor.value = SSGI_PARAMS.expFactor
giPass.thickness.value = SSGI_PARAMS.thickness
giPass.backfaceLighting.value = SSGI_PARAMS.backfaceLighting
giPass.aoIntensity.value = SSGI_PARAMS.aoIntensity
giPass.giIntensity.value = SSGI_PARAMS.giIntensity
giPass.useLinearThickness.value = SSGI_PARAMS.useLinearThickness
giPass.useScreenSpaceSampling.value = SSGI_PARAMS.useScreenSpaceSampling
giPass.useTemporalFiltering = SSGI_PARAMS.useTemporalFiltering
// r185: SSGI's AO lives in its own single-channel texture (getAONode)
// rather than the alpha of one packed rgba texture.
const aoTexture = (giPass as any).getAONode()
const aoAsRgb = vec4(aoTexture.r, aoTexture.r, aoTexture.r, float(1))
const denoisePass = denoise(aoAsRgb, scenePassDepth, sceneNormal, cam)
denoisePass.index.value = 0
denoisePass.radius.value = 4
// Same far-field AO fade as the viewport pipeline — without it the
// horizon picks up a visible AO line in captures.
const aoFarFade = smoothstep(
float(0.9994),
float(0.9998),
scenePassDepth.sample(screenUV).r,
)
const ao = mix((denoisePass as any).r, float(1), aoFarFade)
const sceneRgb = scenePassColor.rgb.mul(ao)
// Per-pixel world ray from the capture camera → sky gradient above the
// horizon (dir.y = 0), flat background below — mirrors the viewport
// backdrop. bgMix 0 bypasses it and keeps the capture transparent.
const ndc = vec4(
screenUV.x.mul(2).sub(1),
float(1).sub(screenUV.y).mul(2).sub(1),
1,
1,
) as any
const viewRay = (bgProjInvUniform.current as any).mul(ndc)
const worldDir = (bgCamWorldUniform.current as any)
.mul(vec4(viewRay.xyz, 0))
.xyz.normalize()
const bgGradient = backdropGradient({
dirY: worldDir.y,
background: bgColorUniform.current,
haze: bgHazeUniform.current,
sky: bgSkyUniform.current,
skyDeep: bgSkyDeepUniform.current,
})
const alpha = scenePassColor.a
const finalOutput = vec4(
mix(sceneRgb, mix(bgGradient, sceneRgb, alpha), bgMixUniform.current),
mix(alpha, float(1), bgMixUniform.current),
)
// FXAA requires a texture node as input; convertToTexture renders finalOutput
// into an intermediate RT so FXAA can sample it with neighbour UV offsets.
const aaOutput = fxaa(convertToTexture(finalOutput))
const pipeline = new RenderPipeline(gl as unknown as WebGPURenderer)
pipeline.outputNode = aaOutput
pipelineRef.current = pipeline
// Dedicated render target — pipeline outputs here instead of the canvas,
// so R3F's main render loop can never overwrite our capture.
const { width, height } = gl.domElement
renderTargetRef.current = new RenderTarget(width, height, { depthBuffer: true })
} catch (error) {
console.error(
'[thumbnail] Failed to build post-processing pipeline, will use fallback render.',
error,
)
const pipeline = await createSnapshotPipeline({
renderer: gl as unknown as WebGPURenderer,
scene,
camera: cam,
})
if (!mounted) {
pipeline?.dispose()
return
}
pipelineRef.current = pipeline
}
buildPipeline()
void buildPipeline()
return () => {
mounted = false
pipelineRef.current?.dispose()
pipelineRef.current = null
renderTargetRef.current?.dispose()
renderTargetRef.current = null
}
}, [gl, scene])
@@ -242,16 +115,15 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
// uniforms below.
thumbnailCamera.updateMatrixWorld()
const theme = getSceneTheme(useViewer.getState().sceneTheme)
bgColorUniform.current.value.set(theme.background)
bgSkyUniform.current.value.set(theme.backgroundSky ?? theme.background)
bgSkyDeepUniform.current.value.set(deepSkyColor(theme.backgroundSky ?? theme.background))
bgHazeUniform.current.value.set(
horizonHazeColor(theme.backgroundSky ?? theme.background, theme.appearance),
)
bgProjInvUniform.current.value.copy(thumbnailCamera.projectionMatrixInverse)
bgCamWorldUniform.current.value.copy(thumbnailCamera.matrixWorld)
bgMixUniform.current.value = transparent ? 0 : 1
const pipeline = pipelineRef.current
pipeline?.applyEnvironment({
theme: useViewer.getState().sceneTheme,
transparent,
grade: useViewer.getState().shading === 'rendered',
// Preset/item captures stay clean; scene captures mirror the canvas.
edges: transparent ? 'off' : useViewer.getState().edges,
camera: thumbnailCamera,
})
// Capture camera data for snapshot storage
const pos = mainCamera.position
@@ -286,166 +158,66 @@ export const ThumbnailGenerator = ({ onThumbnailCapture }: ThumbnailGeneratorPro
// are registered. Spawn renders on SCENE_LAYER for occlusion, so the
// thumbnail camera's layer mask can't filter it either. Returns a
// function that restores the original visibility.
const restoreNodeVisibility = (() => {
const saved = new Map<THREE.Object3D, boolean>()
for (const type of ['scan', 'guide', 'spawn'] as const) {
const ids = sceneRegistry.byType[type]!
ids.forEach((id) => {
const node = sceneRegistry.nodes.get(id)
if (node) {
saved.set(node, node.visible)
node.visible = false
}
const restoreNodeVisibility = temporarilyHideNodeTypes(['scan', 'guide', 'spawn'])
// Auto-save shots don't copy the user's mid-edit camera — they re-pose
// onto the same computed hero angle the published thumbnail uses, so a
// project's card never shows a half-zoomed working view. Measured after
// the level snap so stacked positions frame correctly. User-driven
// captures (captureMode set) keep the exact viewport pose.
if (snapLevels) {
const framing = computeHeroFraming()
if (framing) {
const pose = heroCameraPose({
boxes: framing.boxes,
aim: framing.aim,
azimuthRad: framing.azimuthRad,
aspect: width / height,
})
}
return () => {
saved.forEach((wasVisible, node) => {
node.visible = wasVisible
thumbnailCamera.position.set(pose.position[0], pose.position[1], pose.position[2])
thumbnailCamera.lookAt(pose.target[0], pose.target[1], pose.target[2])
thumbnailCamera.updateMatrixWorld()
pipeline?.applyEnvironment({
theme: useViewer.getState().sceneTheme,
transparent,
grade: useViewer.getState().shading === 'rendered',
edges: transparent ? 'off' : useViewer.getState().edges,
camera: thumbnailCamera,
})
cameraData.position = pose.position
cameraData.target = pose.target
}
})()
}
let blob: Blob
if (pipelineRef.current && renderTargetRef.current) {
const rt = renderTargetRef.current
// Resize RT if the canvas dimensions changed
if (rt.width !== width || rt.height !== height) {
rt.setSize(width, height)
}
const renderer = gl as unknown as WebGPURenderer
if (pipeline) {
let capturePromise: ReturnType<SnapshotPipeline['capture']>
// Notify other systems (wall cutouts, selection manager) to restore
// their overrides before capture and re-apply them after.
try {
emitter.emit('thumbnail:before-capture', undefined)
;(renderer as any).setClearAlpha(0)
renderer.setRenderTarget(rt)
pipelineRef.current.render()
capturePromise = pipeline.capture({
captureMode,
cropRegion,
standardSize,
})
} finally {
// Restore level positions, levelMode, and node visibility immediately
// after the render — before the async GPU readback. Runs in `finally`
// so a render failure can't leave helpers permanently hidden.
renderer.setRenderTarget(null)
emitter.emit('thumbnail:after-capture', undefined)
restoreLevels()
restoreLevelMode?.()
restoreNodeVisibility()
}
// Read pixels from the RT asynchronously.
// WebGPU copyTextureToBuffer aligns each row to 256 bytes, so we must
// depad the rows before constructing ImageData.
const pixels = (await (renderer as any).readRenderTargetPixelsAsync(
rt,
0,
0,
width,
height,
)) as Uint8Array
const actualBytesPerRow = width * 4
const tightTotal = actualBytesPerRow * height
const paddedBytesPerRow = Math.ceil(actualBytesPerRow / 256) * 256
// Two readback shapes to handle:
// - WebGPU (`copyTextureToBuffer`): top-down + 256-byte row padding
// when width*4 isn't already a multiple of 256.
// - WebGL2 fallback (iOS Chrome, etc.): tightly-packed but bottom-up
// (OpenGL framebuffer convention).
// `isWebGPURenderer` lies — it stays true even when the renderer
// falls back to the WebGL backend. Inspect the actual backend
// instead (presence of a GPU device, or backend constructor name).
const backend = (renderer as any).backend
const isWebGPU =
!!backend?.device ||
backend?.isWebGPUBackend === true ||
backend?.constructor?.name === 'WebGPUBackend'
let tightPixels: Uint8ClampedArray
if (isWebGPU) {
// WebGPU: depad rows if needed; orientation is already top-down.
if (paddedBytesPerRow === actualBytesPerRow) {
tightPixels = new Uint8ClampedArray(
pixels.buffer,
pixels.byteOffset,
Math.min(pixels.byteLength, tightTotal),
)
} else {
tightPixels = new Uint8ClampedArray(tightTotal)
for (let row = 0; row < height; row++) {
tightPixels.set(
pixels.subarray(
row * paddedBytesPerRow,
row * paddedBytesPerRow + actualBytesPerRow,
),
row * actualBytesPerRow,
)
}
}
} else {
// WebGL2: tight buffer in bottom-up order — flip rows.
tightPixels = new Uint8ClampedArray(tightTotal)
for (let row = 0; row < height; row++) {
const srcStart = (height - 1 - row) * actualBytesPerRow
tightPixels.set(
pixels.subarray(srcStart, srcStart + actualBytesPerRow),
row * actualBytesPerRow,
)
}
}
const imageData = new ImageData(
tightPixels as unknown as Uint8ClampedArray<ArrayBuffer>,
width,
height,
)
const srcCanvas = new OffscreenCanvas(width, height)
srcCanvas.getContext('2d')!.putImageData(imageData, 0, 0)
let outW: number
let outH: number
if (captureMode === 'viewport') {
outW = width
outH = height
const offscreen = new OffscreenCanvas(outW, outH)
offscreen.getContext('2d')!.drawImage(srcCanvas, 0, 0)
blob = await offscreen.convertToBlob({ type: 'image/png' })
} else if (captureMode === 'area' && cropRegion) {
const sx = Math.round(cropRegion.x * width)
const sy = Math.round(cropRegion.y * height)
outW = Math.round(cropRegion.width * width)
outH = Math.round(cropRegion.height * height)
const offscreen = new OffscreenCanvas(outW, outH)
offscreen.getContext('2d')!.drawImage(srcCanvas, sx, sy, outW, outH, 0, 0, outW, outH)
blob = await offscreen.convertToBlob({ type: 'image/png' })
} else {
// Standard: center-crop to the requested aspect (default 1920×1080)
const srcAspect = width / height
const dstAspect = standardW / standardH
let sx = 0,
sy = 0,
sWidth = width,
sHeight = height
if (srcAspect > dstAspect) {
sWidth = Math.round(height * dstAspect)
sx = Math.round((width - sWidth) / 2)
} else if (srcAspect < dstAspect) {
sHeight = Math.round(width / dstAspect)
sy = Math.round((height - sHeight) / 2)
}
outW = standardW
outH = standardH
const offscreen = new OffscreenCanvas(outW, outH)
offscreen
.getContext('2d')!
.drawImage(srcCanvas, sx, sy, sWidth, sHeight, 0, 0, outW, outH)
blob = await offscreen.convertToBlob({ type: 'image/png' })
}
const result = await capturePromise
blob = result.blob
if (captureMode !== undefined) cameraData.captureMode = captureMode
cameraData.resolution = { w: outW, h: outH }
cameraData.resolution = { w: result.outW, h: result.outH }
} else {
// Fallback: plain render directly to the canvas
try {
@@ -241,7 +241,7 @@ export function SettingsPanel({
result: {
ok: false,
parsed: null,
stats: { total: 0, byType: {}, unknownTypes: {}, floorAreaM2: 0 },
stats: { total: 0, byType: {}, pluginTypes: {}, unknownTypes: {}, floorAreaM2: 0 },
errors: [
{
severity: 'error',
@@ -24,7 +24,11 @@ function requestWalkthroughPointerLock() {
if (document.pointerLockElement === canvas) return
try {
canvas.requestPointerLock?.()
// The request can also reject ASYNC (browser cooldown after a recent
// unlock) — swallow it like the P-resume path; clicking the canvas
// re-requests once the cooldown passes.
const result = canvas.requestPointerLock?.() as Promise<void> | undefined
if (result && typeof result.catch === 'function') result.catch(() => {})
} catch {
return
}
+1
View File
@@ -26,6 +26,7 @@ export { default as Editor } from './components/editor'
// surface uses the shorter, shell-friendly names from the unified
// preset-system spec.
export { BakeExporter } from './components/editor/bake-exporter'
export { BakeThumbnail } from './components/editor/bake-thumbnail'
export { FirstPersonControls } from './components/editor/first-person-controls'
export { FloatingActionMenu as FloatingMenu } from './components/editor/floating-action-menu'
// Embed surface — the editor's real in-canvas affordances, so a host can mount
@@ -134,6 +134,14 @@ describe('snapContextOf (profile-driven, node-declared)', () => {
expect(ctx({ kind: 'idle' }, 'build', 'shelf')).toBeNull()
})
it('the room-preset stamp tool (not a node kind) resolves to polygon', () => {
// The host app's room stamp drives placement with `tool='room'`, which has
// no registry entry — the tool map must still give it the no-angle set so
// Shift cycling and the HUD chip work during preset placement.
expect(ctx({ kind: 'idle' }, 'build', 'room')).toBe('polygon')
expect(ctx({ kind: 'idle' }, 'select', 'room')).toBeNull()
})
it('drafting a non-directional structural kind is angle-less (polygon, not wall)', () => {
// Roof / stair / elevator are placed as footprints, not directional draws →
// declared `snapDraftDirectional: false`, so their draft context drops the
+9 -1
View File
@@ -122,6 +122,13 @@ function contextForProfile(
return null
}
// Tools that are not registered node kinds (no `snapProfile` to look up) but
// still place a whole footprint — the host app's room-preset stamp. A stamp is
// a whole-footprint translate: no direction to set → the no-angle 'polygon'
// set. Without an entry here the tool has no snap context at all, so Shift
// cycling and the HUD chip stay dead while it drives placement.
const TOOL_SNAP_CONTEXTS: Record<string, SnapContext> = { room: 'polygon' }
/**
* The active snapping context, derived from what the user is doing — fully
* node-declared: the kind's `snapProfile` (looked up via the injected
@@ -177,7 +184,8 @@ export function snapContextOf(args: {
: null
default:
return mode === 'build' && tool
? contextForProfile(profileOf(tool), draftDirectionalOf?.(tool) ?? true)
? (TOOL_SNAP_CONTEXTS[tool] ??
contextForProfile(profileOf(tool), draftDirectionalOf?.(tool) ?? true))
: null
}
}
+6
View File
@@ -227,6 +227,9 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
wallEvent.node.curveOffset ?? 0,
wallEvent.node.thickness,
wallEvent.node.supportSlabId,
)
const hideCursor = () => {
@@ -948,6 +951,9 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
hostWall.parentId ?? '',
hostWall.start,
hostWall.end,
hostWall.curveOffset ?? 0,
hostWall.thickness,
hostWall.supportSlabId,
),
)
publishPlacementSurface(
+8 -1
View File
@@ -160,7 +160,14 @@ const DoorTool: React.FC = () => {
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevationForWall = (wall: WallNode) =>
spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end)
spatialGridManager.getSlabElevationForWall(
wall.parentId ?? '',
wall.start,
wall.end,
wall.curveOffset ?? 0,
wall.thickness,
wall.supportSlabId,
)
const markHostDirty = (hostId: string) => {
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
@@ -197,6 +197,9 @@ export function wallToWorld(wall: WallNode): ToWorld {
wall.parentId ?? '',
wall.start,
wall.end,
wall.curveOffset ?? 0,
wall.thickness,
wall.supportSlabId,
)
return makeWallToWorld(wall, levelYOffset, slabElevation)
}
+6
View File
@@ -260,6 +260,9 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
wallEvent.node.curveOffset ?? 0,
wallEvent.node.thickness,
wallEvent.node.supportSlabId,
)
const hideCursor = () => {
@@ -984,6 +987,9 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
hostWall.parentId ?? '',
hostWall.start,
hostWall.end,
hostWall.curveOffset ?? 0,
hostWall.thickness,
hostWall.supportSlabId,
),
)
publishPlacementSurface(
+8 -1
View File
@@ -172,7 +172,14 @@ const WindowTool: React.FC = () => {
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevationForWall = (wall: WallNode) =>
spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end)
spatialGridManager.getSlabElevationForWall(
wall.parentId ?? '',
wall.start,
wall.end,
wall.curveOffset ?? 0,
wall.thickness,
wall.supportSlabId,
)
const markHostDirty = (hostId: string) => {
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
+18
View File
@@ -74,6 +74,14 @@ export {
SUBTRACTION,
} from './lib/csg-utils'
export type { EdgeMode } from './lib/edge-style'
export {
computeHeroFraming,
DEFAULT_FRAMING_EXCLUDED_TYPES,
type HeroFraming,
heroCameraPose,
temporarilyHideNodeTypes,
unionRegisteredNodeBounds,
} from './lib/hero-pose'
export {
applyIsolation,
clearIsolation,
@@ -119,6 +127,16 @@ export {
SCENE_THEMES,
type SceneTheme,
} from './lib/scene-themes'
export {
createSnapshotPipeline,
type SnapshotCaptureMode,
type SnapshotCaptureResult,
type SnapshotCropRegion,
type SnapshotPipeline,
type SnapshotSize,
THUMBNAIL_HEIGHT,
THUMBNAIL_WIDTH,
} from './lib/snapshot-pipeline'
export {
getPascalTextureRef,
type PascalTextureColorSpace,
+275
View File
@@ -0,0 +1,275 @@
import { sceneRegistry, useScene } from '@pascal-app/core'
import { Box3, type Object3D, Vector3 } from 'three'
export const DEFAULT_FRAMING_EXCLUDED_TYPES = ['site', 'scan', 'guide', 'spawn'] as const
export function heroCameraPose({
boxes,
aspect,
aim,
fovDeg = 60,
azimuthRad = Math.PI / 4,
elevationRad = (13 * Math.PI) / 180,
padding = 1.03,
minDistance = 4,
frameShift = 0,
}: {
boxes: Box3 | readonly Box3[]
aspect: number
/** Where the camera looks (frame center). Defaults to the union-box center;
* pass the building's center to keep it dead-center while outlying boxes
* (lot plate, far palms) simply take asymmetric margin — the corner fit
* still guarantees every box stays in frame. */
aim?: [number, number, number]
fovDeg?: number
azimuthRad?: number
elevationRad?: number
padding?: number
minDistance?: number
/** Fraction of the frustum half-height to drop the aim by. 0 keeps the aim
* (the building center) exactly at frame center. */
frameShift?: number
}): {
position: [number, number, number]
target: [number, number, number]
} {
const list = Array.isArray(boxes) ? (boxes as readonly Box3[]) : [boxes as Box3]
const union = new Box3()
for (const box of list) union.union(box)
const center = aim ? new Vector3(aim[0], aim[1], aim[2]) : union.getCenter(new Vector3())
const tanVertical = Math.tan(((fovDeg / 2) * Math.PI) / 180)
const tanHorizontal = tanVertical * aspect
// Camera basis for the chosen azimuth/elevation: `dir` points from the
// target toward the camera, `forward` is the view direction.
const dir = new Vector3(
Math.sin(azimuthRad) * Math.cos(elevationRad),
Math.sin(elevationRad),
Math.cos(azimuthRad) * Math.cos(elevationRad),
)
const forward = dir.clone().negate()
const right = new Vector3().crossVectors(forward, new Vector3(0, 1, 0)).normalize()
const up = new Vector3().crossVectors(right, forward)
// Exact fit: for every corner of every per-node box, the minimal camera
// distance along `dir` that keeps it inside the frustum. Fitting the corners
// of the UNION box instead reads far too wide at a diagonal azimuth — the
// union AABB's extreme corners are the empty diamond tips nothing actually
// occupies. (A bounding-sphere fit is worse still for flat, spread scenes.)
const corner = new Vector3()
const offset = new Vector3()
let distance = minDistance
for (const box of list) {
for (const x of [box.min.x, box.max.x]) {
for (const y of [box.min.y, box.max.y]) {
for (const z of [box.min.z, box.max.z]) {
corner.set(x, y, z)
offset.subVectors(corner, center)
const lateral = offset.dot(right)
const vertical = offset.dot(up)
const depth = offset.dot(forward)
distance = Math.max(
distance,
(Math.abs(lateral) / tanHorizontal - depth) * padding,
(Math.abs(vertical) / tanVertical - depth) * padding,
)
}
}
}
}
// Reframe: slide aim and camera together along the view-up axis — pure
// composition shift, no perspective change.
const drop = up.clone().multiplyScalar(-frameShift * distance * tanVertical)
const target = center.clone().add(drop)
return {
position: [
target.x + dir.x * distance,
target.y + dir.y * distance,
target.z + dir.z * distance,
],
target: [target.x, target.y, target.z],
}
}
export function unionRegisteredNodeBounds({
excludeTypes,
}: {
excludeTypes: readonly string[]
}): Box3 | null {
const excluded = new Set(excludeTypes)
const result = new Box3()
for (const [type, ids] of Object.entries(sceneRegistry.byType)) {
if (excluded.has(type)) continue
for (const id of ids) {
const object = sceneRegistry.nodes.get(id)
if (!object) continue
const bounds = new Box3().setFromObject(object)
if (!bounds.isEmpty()) result.union(bounds)
}
}
return result.isEmpty() ? null : result
}
function perNodeBoxes(excludeTypes: readonly string[]): Box3[] {
const excluded = new Set(excludeTypes)
const boxes: Box3[] = []
for (const [type, ids] of Object.entries(sceneRegistry.byType)) {
if (excluded.has(type)) continue
for (const id of ids) {
const object = sceneRegistry.nodes.get(id)
if (!object) continue
const bounds = new Box3().setFromObject(object)
if (!bounds.isEmpty()) boxes.push(bounds)
}
}
return boxes
}
/**
* Matches the `SiteNode` bootstrap polygon (a 30×30 square at the origin) —
* same rule as the editor's `computeSceneBoundsXZ`: an untouched default lot
* says nothing about the user's intent, so it shouldn't drive framing.
*/
function isDefaultSitePolygon(points: unknown[]): boolean {
if (points.length !== 4) return false
const expected: [number, number][] = [
[-15, -15],
[15, -15],
[15, 15],
[-15, 15],
]
for (let i = 0; i < 4; i++) {
const p = points[i]
const e = expected[i]!
if (!Array.isArray(p) || p.length < 2) return false
if (p[0] !== e[0] || p[1] !== e[1]) return false
}
return true
}
/** Flat boxes for intentionally-shaped site plates, from scene DATA — the
* site's Object3D can't be measured (it carries the ±400 m horizon disc). */
function sitePlateBoxes(): Box3[] {
const boxes: Box3[] = []
for (const node of Object.values(useScene.getState().nodes)) {
if ((node as { type?: string }).type !== 'site') continue
const polygon = (node as { polygon?: { points?: unknown[] } }).polygon
const points = polygon?.points
if (!Array.isArray(points) || isDefaultSitePolygon(points)) continue
const box = new Box3()
for (const point of points) {
if (Array.isArray(point) && point.length >= 2) {
box.expandByPoint(new Vector3(Number(point[0]), 0, Number(point[1])))
}
}
if (!box.isEmpty()) boxes.push(box)
}
return boxes
}
/** Dominant wall direction folded to a 90°-periodic axis (length-weighted
* vector sum of 4θ), so the hero azimuth sits at a true 45° to the building's
* facades no matter how the user rotated their plan. */
function dominantWallYaw(): number | null {
let vx = 0
let vz = 0
for (const node of Object.values(useScene.getState().nodes)) {
if ((node as { type?: string }).type !== 'wall') continue
const { start, end } = node as { start?: unknown; end?: unknown }
if (!(Array.isArray(start) && Array.isArray(end))) continue
const dx = Number(end[0]) - Number(start[0])
const dz = Number(end[1]) - Number(start[1])
const length = Math.hypot(dx, dz)
if (!(Number.isFinite(length) && length > 0.01)) continue
const theta = Math.atan2(dz, dx)
vx += length * Math.cos(4 * theta)
vz += length * Math.sin(4 * theta)
}
if (vx === 0 && vz === 0) return null
return Math.atan2(vz, vx) / 4
}
export type HeroFraming = {
/** Fit constraints — everything that must stay in frame. */
boxes: Box3[]
/** Frame center: plate/structure center on XZ, building center on Y. */
aim: [number, number, number]
/** 45° to the dominant facade (falls back to world 45°). */
azimuthRad: number
}
/**
* Framing for a scene hero shot. The base set is the built structure (walls,
* roofs, slabs, …) plus any intentionally-shaped site plate; an item joins
* only when it sits near that base — one palm at the far lot corner must not
* shrink the building. `building`/`level` container groups are skipped (their
* Object3D holds the whole subtree). The aim keeps the building dead-center:
* XZ from the plate+structure union, Y from the structure alone so the
* building — not the ground — is vertically centered. Scenes with no
* structure (pure furniture arrangements) fall back to framing every
* non-helper node.
*/
export function computeHeroFraming(): HeroFraming | null {
const structural = perNodeBoxes([...DEFAULT_FRAMING_EXCLUDED_TYPES, 'item', 'building', 'level'])
if (structural.length === 0) {
const all = perNodeBoxes([...DEFAULT_FRAMING_EXCLUDED_TYPES, 'building', 'level'])
if (all.length === 0) return null
const union = new Box3()
for (const box of all) union.union(box)
const center = union.getCenter(new Vector3())
return { boxes: all, aim: [center.x, center.y, center.z], azimuthRad: Math.PI / 4 }
}
const structuralUnion = new Box3()
for (const box of structural) structuralUnion.union(box)
const plates = sitePlateBoxes()
const groundUnion = structuralUnion.clone()
for (const box of plates) groundUnion.union(box)
const nearby = groundUnion
.clone()
.expandByVector(groundUnion.getSize(new Vector3()).multiplyScalar(0.15))
const boxes = [...structural, ...plates]
const itemIds = sceneRegistry.byType.item!
for (const id of itemIds) {
const object = sceneRegistry.nodes.get(id)
if (!object) continue
const bounds = new Box3().setFromObject(object)
if (!bounds.isEmpty() && nearby.intersectsBox(bounds)) boxes.push(bounds)
}
const groundCenter = groundUnion.getCenter(new Vector3())
const structuralCenter = structuralUnion.getCenter(new Vector3())
const yaw = dominantWallYaw()
return {
boxes,
aim: [groundCenter.x, structuralCenter.y, groundCenter.z],
azimuthRad: Math.PI / 4 - (yaw ?? 0),
}
}
export function temporarilyHideNodeTypes(types: readonly string[]): () => void {
const saved = new Map<Object3D, boolean>()
for (const type of types) {
const ids = sceneRegistry.byType[type]!
ids.forEach((id) => {
const node = sceneRegistry.nodes.get(id)
if (node) {
saved.set(node, node.visible)
node.visible = false
}
})
}
return () => {
saved.forEach((wasVisible, node) => {
node.visible = wasVisible
})
}
}
@@ -0,0 +1,379 @@
import { type Camera, Color, Matrix4, type Scene, UnsignedByteType } from 'three'
import { ssgi } from 'three/addons/tsl/display/SSGINode.js'
import { denoise } from 'three/examples/jsm/tsl/display/DenoiseNode.js'
import { fxaa } from 'three/examples/jsm/tsl/display/FXAANode.js'
import {
convertToTexture,
diffuseColor,
float,
mix,
mrt,
normalView,
output,
pass,
sample,
saturation,
screenUV,
smoothstep,
uniform,
vec3,
vec4,
} from 'three/tsl'
import { RenderPipeline, RenderTarget, type WebGPURenderer } from 'three/webgpu'
import { GRADE_PARAMS, SSGI_PARAMS } from '../components/viewer/post-processing'
import { backdropGradient, deepSkyColor, horizonHazeColor } from './backdrop'
import { type EdgeMode, edgeColorFor, edgeOpacityScaleFor } from './edge-style'
import { inkedEdges } from './ink-edges'
import { getSceneTheme } from './scene-themes'
import { packNormalToRGB, unpackRGBToNormal } from './tsl-compat'
export const THUMBNAIL_WIDTH = 1920
export const THUMBNAIL_HEIGHT = 1080
export type SnapshotCaptureMode = 'standard' | 'viewport' | 'area'
export type SnapshotCropRegion = {
x: number
y: number
width: number
height: number
}
export type SnapshotSize = {
w: number
h: number
}
export type SnapshotCaptureResult = {
blob: Blob
outW: number
outH: number
}
export type SnapshotPipeline = {
applyEnvironment: ({
theme,
transparent,
grade,
edges,
camera,
}: {
theme: string
transparent: boolean
grade: boolean
edges: EdgeMode
camera: Camera
}) => void
capture: ({
captureMode,
cropRegion,
standardSize,
}: {
captureMode?: SnapshotCaptureMode
cropRegion?: SnapshotCropRegion
standardSize?: SnapshotSize
}) => Promise<SnapshotCaptureResult>
dispose: () => void
}
export async function createSnapshotPipeline({
renderer,
scene,
camera,
}: {
renderer: WebGPURenderer
scene: Scene
camera: Camera
}): Promise<SnapshotPipeline | null> {
try {
if ((renderer as any).init) await (renderer as any).init()
// Backdrop compositing for scene snapshots (studio renders, project
// thumbnails): theme background + sky gradient, same world-ray math as the
// viewport backdrop in viewer's post-processing. Uniform-driven so the one
// cached pipeline serves both opaque and transparent (preset/item) captures.
const bgColorUniform = uniform(new Color('#ffffff'))
const bgSkyUniform = uniform(new Color('#ffffff'))
const bgSkyDeepUniform = uniform(new Color('#ffffff'))
const bgHazeUniform = uniform(new Color('#ffffff'))
const bgProjInvUniform = uniform(new Matrix4())
const bgCamWorldUniform = uniform(new Matrix4())
const bgMixUniform = uniform(1)
const gradeMixUniform = uniform(0)
const inkMixUniform = uniform(0)
const inkColorUniform = uniform(new Color('#1a1d24'))
const inkOpacityUniform = uniform(0.5)
const inkOpacityScaleUniform = uniform(1)
// pass() handles MRT internally for all material types, including custom
// shaders — unlike renderer.setMRT() which crashes on non-NodeMaterials.
// pass() also respects camera.layers, so caller-disabled objects are filtered.
const scenePass = pass(scene, camera)
scenePass.setMRT(
mrt({
output,
diffuseColor,
normal: packNormalToRGB(normalView),
}),
)
const scenePassColor = scenePass.getTextureNode('output')
const scenePassDepth = scenePass.getTextureNode('depth')
const scenePassNormal = scenePass.getTextureNode('normal')
scenePass.getTexture('diffuseColor').type = UnsignedByteType
scenePass.getTexture('normal').type = UnsignedByteType
const sceneNormal = sample((uv) => unpackRGBToNormal(scenePassNormal.sample(uv)))
const giPass = ssgi(scenePassColor, scenePassDepth, sceneNormal, camera as any)
giPass.sliceCount.value = SSGI_PARAMS.sliceCount
giPass.stepCount.value = SSGI_PARAMS.stepCount
giPass.radius.value = SSGI_PARAMS.radius
giPass.expFactor.value = SSGI_PARAMS.expFactor
giPass.thickness.value = SSGI_PARAMS.thickness
giPass.backfaceLighting.value = SSGI_PARAMS.backfaceLighting
giPass.aoIntensity.value = SSGI_PARAMS.aoIntensity
giPass.giIntensity.value = SSGI_PARAMS.giIntensity
giPass.useLinearThickness.value = SSGI_PARAMS.useLinearThickness
giPass.useScreenSpaceSampling.value = SSGI_PARAMS.useScreenSpaceSampling
giPass.useTemporalFiltering = SSGI_PARAMS.useTemporalFiltering
// r185: SSGI's AO lives in its own single-channel texture (getAONode)
// rather than the alpha of one packed rgba texture.
const aoTexture = (giPass as any).getAONode()
const aoAsRgb = vec4(aoTexture.r, aoTexture.r, aoTexture.r, float(1))
const denoisePass = denoise(aoAsRgb, scenePassDepth, sceneNormal, camera)
denoisePass.index.value = 0
denoisePass.radius.value = 4
// Same far-field AO fade as the viewport pipeline — without it the
// horizon picks up a visible AO line in captures.
const aoFarFade = smoothstep(float(0.9994), float(0.9998), scenePassDepth.sample(screenUV).r)
const ao = mix((denoisePass as any).r, float(1), aoFarFade)
const aoRgb = scenePassColor.rgb.mul(ao)
// Ink edges, mirroring the viewport pipeline (AO → ink → grade) so
// captures carry the same soft/strong edge look the canvas shows.
// Uniform-gated like grade/backdrop: one cached pipeline serves all modes.
// Radius scales with render height: a supersampled capture (4K → 1080p)
// would otherwise halve the apparent line weight vs the viewport's 1px.
const inkRadius = Math.max(1, Math.round(renderer.domElement.height / 1080))
const inkedRgb = inkedEdges({
sceneRgb: aoRgb,
depthTex: scenePassDepth,
normalTex: scenePassNormal,
inkColor: inkColorUniform,
radius: inkRadius,
opacity: float(inkOpacityUniform).mul(inkOpacityScaleUniform),
})
const ungradedSceneRgb = mix(aoRgb, inkedRgb, inkMixUniform)
const gradeRgb = (rgb: any) =>
saturation(rgb.div(0.18).pow(vec3(GRADE_PARAMS.contrast)).mul(0.18), GRADE_PARAMS.saturation)
const sceneRgb = mix(ungradedSceneRgb, gradeRgb(ungradedSceneRgb), gradeMixUniform)
// Per-pixel world ray from the capture camera → sky gradient above the
// horizon (dir.y = 0), flat background below — mirrors the viewport
// backdrop. bgMix 0 bypasses it and keeps the capture transparent.
const ndc = vec4(screenUV.x.mul(2).sub(1), float(1).sub(screenUV.y).mul(2).sub(1), 1, 1) as any
const viewRay = (bgProjInvUniform as any).mul(ndc)
const worldDir = (bgCamWorldUniform as any).mul(vec4(viewRay.xyz, 0)).xyz.normalize()
const ungradedBgGradient = backdropGradient({
dirY: worldDir.y,
background: bgColorUniform,
haze: bgHazeUniform,
sky: bgSkyUniform,
skyDeep: bgSkyDeepUniform,
})
const bgGradient = mix(ungradedBgGradient, gradeRgb(ungradedBgGradient), gradeMixUniform)
const alpha = scenePassColor.a
const finalOutput = vec4(
mix(sceneRgb, mix(bgGradient, sceneRgb, alpha), bgMixUniform),
mix(alpha, float(1), bgMixUniform),
)
// FXAA requires a texture node as input; convertToTexture renders finalOutput
// into an intermediate RT so FXAA can sample it with neighbour UV offsets.
const aaOutput = fxaa(convertToTexture(finalOutput))
const pipeline = new RenderPipeline(renderer)
pipeline.outputNode = aaOutput
// Dedicated render target — pipeline outputs here instead of the canvas,
// so R3F's main render loop can never overwrite our capture.
const { width, height } = renderer.domElement
const renderTarget = new RenderTarget(width, height, { depthBuffer: true })
return {
applyEnvironment: ({ theme, transparent, grade, edges, camera: captureCamera }) => {
const sceneTheme = getSceneTheme(theme)
inkMixUniform.value = edges === 'off' ? 0 : 1
inkOpacityUniform.value = edges === 'strong' ? 1 : 0.5
inkColorUniform.value.set(edgeColorFor(sceneTheme.background))
inkOpacityScaleUniform.value = edgeOpacityScaleFor(sceneTheme.background)
bgColorUniform.value.set(sceneTheme.background)
bgSkyUniform.value.set(sceneTheme.backgroundSky ?? sceneTheme.background)
bgSkyDeepUniform.value.set(deepSkyColor(sceneTheme.backgroundSky ?? sceneTheme.background))
bgHazeUniform.value.set(
horizonHazeColor(
sceneTheme.backgroundSky ?? sceneTheme.background,
sceneTheme.appearance,
),
)
bgMixUniform.value = transparent ? 0 : 1
gradeMixUniform.value = grade ? 1 : 0
// The capture camera never joins the scene graph, so its matrixWorld
// is only refreshed by the render itself — too late for the backdrop
// uniforms below.
captureCamera.updateMatrixWorld()
bgProjInvUniform.value.copy(captureCamera.projectionMatrixInverse)
bgCamWorldUniform.value.copy(captureCamera.matrixWorld)
},
capture: async ({ captureMode, cropRegion, standardSize }) => {
const standardW = standardSize?.w ?? THUMBNAIL_WIDTH
const standardH = standardSize?.h ?? THUMBNAIL_HEIGHT
const { width: captureWidth, height: captureHeight } = renderer.domElement
// Resize RT if the canvas dimensions changed
if (renderTarget.width !== captureWidth || renderTarget.height !== captureHeight) {
renderTarget.setSize(captureWidth, captureHeight)
}
try {
;(renderer as any).setClearAlpha(0)
renderer.setRenderTarget(renderTarget)
pipeline.render()
} finally {
renderer.setRenderTarget(null)
}
// Let callers restore visibility and other capture policy immediately
// after the render, before the asynchronous GPU readback begins.
await Promise.resolve()
// Read pixels from the RT asynchronously.
// WebGPU copyTextureToBuffer aligns each row to 256 bytes, so we must
// depad the rows before constructing ImageData.
const pixels = (await (renderer as any).readRenderTargetPixelsAsync(
renderTarget,
0,
0,
captureWidth,
captureHeight,
)) as Uint8Array
const actualBytesPerRow = captureWidth * 4
const tightTotal = actualBytesPerRow * captureHeight
const paddedBytesPerRow = Math.ceil(actualBytesPerRow / 256) * 256
// Two readback shapes to handle:
// - WebGPU (`copyTextureToBuffer`): top-down + 256-byte row padding
// when width*4 isn't already a multiple of 256.
// - WebGL2 fallback (iOS Chrome, etc.): tightly-packed but bottom-up
// (OpenGL framebuffer convention).
// `isWebGPURenderer` lies — it stays true even when the renderer
// falls back to the WebGL backend. Inspect the actual backend
// instead (presence of a GPU device, or backend constructor name).
const backend = (renderer as any).backend
const isWebGPU =
!!backend?.device ||
backend?.isWebGPUBackend === true ||
backend?.constructor?.name === 'WebGPUBackend'
let tightPixels: Uint8ClampedArray
if (isWebGPU) {
// WebGPU: depad rows if needed; orientation is already top-down.
if (paddedBytesPerRow === actualBytesPerRow) {
tightPixels = new Uint8ClampedArray(
pixels.buffer,
pixels.byteOffset,
Math.min(pixels.byteLength, tightTotal),
)
} else {
tightPixels = new Uint8ClampedArray(tightTotal)
for (let row = 0; row < captureHeight; row++) {
tightPixels.set(
pixels.subarray(
row * paddedBytesPerRow,
row * paddedBytesPerRow + actualBytesPerRow,
),
row * actualBytesPerRow,
)
}
}
} else {
// WebGL2: tight buffer in bottom-up order — flip rows.
tightPixels = new Uint8ClampedArray(tightTotal)
for (let row = 0; row < captureHeight; row++) {
const srcStart = (captureHeight - 1 - row) * actualBytesPerRow
tightPixels.set(
pixels.subarray(srcStart, srcStart + actualBytesPerRow),
row * actualBytesPerRow,
)
}
}
const imageData = new ImageData(
tightPixels as unknown as Uint8ClampedArray<ArrayBuffer>,
captureWidth,
captureHeight,
)
const srcCanvas = new OffscreenCanvas(captureWidth, captureHeight)
srcCanvas.getContext('2d')!.putImageData(imageData, 0, 0)
let outW: number
let outH: number
let blob: Blob
if (captureMode === 'viewport') {
outW = captureWidth
outH = captureHeight
const offscreen = new OffscreenCanvas(outW, outH)
offscreen.getContext('2d')!.drawImage(srcCanvas, 0, 0)
blob = await offscreen.convertToBlob({ type: 'image/png' })
} else if (captureMode === 'area' && cropRegion) {
const sx = Math.round(cropRegion.x * captureWidth)
const sy = Math.round(cropRegion.y * captureHeight)
outW = Math.round(cropRegion.width * captureWidth)
outH = Math.round(cropRegion.height * captureHeight)
const offscreen = new OffscreenCanvas(outW, outH)
offscreen.getContext('2d')!.drawImage(srcCanvas, sx, sy, outW, outH, 0, 0, outW, outH)
blob = await offscreen.convertToBlob({ type: 'image/png' })
} else {
// Standard: center-crop to the requested aspect (default 1920×1080)
const srcAspect = captureWidth / captureHeight
const dstAspect = standardW / standardH
let sx = 0
let sy = 0
let sWidth = captureWidth
let sHeight = captureHeight
if (srcAspect > dstAspect) {
sWidth = Math.round(captureHeight * dstAspect)
sx = Math.round((captureWidth - sWidth) / 2)
} else if (srcAspect < dstAspect) {
sHeight = Math.round(captureWidth / dstAspect)
sy = Math.round((captureHeight - sHeight) / 2)
}
outW = standardW
outH = standardH
const offscreen = new OffscreenCanvas(outW, outH)
offscreen
.getContext('2d')!
.drawImage(srcCanvas, sx, sy, sWidth, sHeight, 0, 0, outW, outH)
blob = await offscreen.convertToBlob({ type: 'image/png' })
}
return { blob, outW, outH }
},
dispose: () => {
pipeline.dispose()
renderTarget.dispose()
},
}
} catch (error) {
console.error(
'[thumbnail] Failed to build post-processing pipeline, will use fallback render.',
error,
)
return null
}
}
@@ -6,6 +6,7 @@ import {
type LiveTransform,
nodeRegistry,
sceneRegistry,
useLiveNodeOverrides,
useLiveTransforms,
useScene,
} from '@pascal-app/core'
@@ -61,10 +62,18 @@ export const FloorElevationSystem = () => {
const clearDirty = useScene((s) => s.clearDirty)
useFrame(() => {
if (dirtyNodes.size === 0) return
// Nodes with a live preview (override / transform) are reapplied EVERY
// frame, not only while dirty: the React commit that rebinds the group's
// base-Y position can land between frames, after the dirty mark was
// already consumed by the priority-2 systems — without this the lift
// vanishes until the next pointer tick re-dirties (visible Y blink
// during group drags over elevated slabs).
const overrides = useLiveNodeOverrides.getState().overrides
const transforms = useLiveTransforms.getState().transforms
if (dirtyNodes.size === 0 && overrides.size === 0 && transforms.size === 0) return
const nodes = useScene.getState().nodes
dirtyNodes.forEach((id) => {
const applyLift = (id: AnyNodeId) => {
const node = nodes[id]
if (!node) return
@@ -99,9 +108,19 @@ export const FloorElevationSystem = () => {
})
mesh.position.y = visualPosition[1]
if (!(def.geometry || def.system)) {
clearDirty(id as AnyNodeId)
if (!(def.geometry || def.system) && dirtyNodes.has(id)) {
clearDirty(id)
}
}
dirtyNodes.forEach((id) => {
applyLift(id)
})
overrides.forEach((_values, id) => {
if (!dirtyNodes.has(id as AnyNodeId)) applyLift(id as AnyNodeId)
})
transforms.forEach((_transform, id) => {
if (!dirtyNodes.has(id as AnyNodeId) && !overrides.has(id)) applyLift(id as AnyNodeId)
})
}, 1)