Centralize door animation state and operation mapping

This commit is contained in:
sudhir
2026-05-05 17:23:48 +05:30
parent 0ef2254e6b
commit f5f80d0f3f
6 changed files with 139 additions and 37 deletions
@@ -1,4 +1,11 @@
import { type AnyNodeId, type DoorNode, sceneRegistry, useScene } from '@pascal-app/core'
import {
getGarageVisibleOpeningRatio,
type AnyNodeId,
type DoorNode,
isOperationDoorType,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import * as THREE from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
import { acceleratedRaycast, computeBoundsTree, disposeBoundsTree } from 'three-mesh-bvh'
@@ -100,14 +107,6 @@ function createDoorLeafColliderGeometry(root: THREE.Object3D, node: DoorNode) {
const hasLeafContent = node.segments.some((segment) => segment.type !== 'empty')
if (!hasLeafContent) return null
const isOperationDoor =
node.doorType === 'folding' ||
node.doorType === 'pocket' ||
node.doorType === 'barn' ||
node.doorType === 'sliding' ||
node.doorType === 'garage-sectional' ||
node.doorType === 'garage-rollup' ||
node.doorType === 'garage-tiltup'
const leafW = node.width - 2 * node.frameThickness
const leafH = node.height - node.frameThickness
if (leafW <= 0 || leafH <= 0) return null
@@ -117,10 +116,7 @@ function createDoorLeafColliderGeometry(root: THREE.Object3D, node: DoorNode) {
root.updateWorldMatrix(true, false)
if (node.doorType === 'garage-sectional' || node.doorType === 'garage-rollup') {
const openAmount =
node.doorType === 'garage-sectional'
? Math.min(1, (node.operationState ?? 0) / 0.88)
: Math.max(0, Math.min(1, node.operationState ?? 0))
const openAmount = getGarageVisibleOpeningRatio(node.doorType, node.operationState)
const visibleHeight = leafH * (1 - openAmount)
if (visibleHeight <= 0.12) return null
@@ -140,7 +136,10 @@ function createDoorLeafColliderGeometry(root: THREE.Object3D, node: DoorNode) {
return geometry
}
if (isOperationDoor && (node.operationState ?? 0) >= OPERATION_DOOR_COLLIDER_OPEN_THRESHOLD) {
if (
isOperationDoorType(node.doorType) &&
(node.operationState ?? 0) >= OPERATION_DOOR_COLLIDER_OPEN_THRESHOLD
) {
return null
}
+23 -13
View File
@@ -1,21 +1,11 @@
import { type AnyNodeId, useScene } from '@pascal-app/core'
import { type AnyNodeId, isOperationDoorType, useInteractive, useScene } from '@pascal-app/core'
export const DOOR_SWING_OPEN_ANGLE = Math.PI / 2
const DOOR_TOGGLE_ANIMATION_MS = 520
const activeDoorAnimations = new Map<AnyNodeId, number>()
export function isOperationDoorType(doorType: string | undefined) {
return (
doorType === 'folding' ||
doorType === 'pocket' ||
doorType === 'barn' ||
doorType === 'sliding' ||
doorType === 'garage-sectional' ||
doorType === 'garage-rollup' ||
doorType === 'garage-tiltup'
)
}
export { isOperationDoorType }
export function updateDoorOpenState(
doorId: AnyNodeId,
@@ -28,6 +18,25 @@ export function updateDoorOpenState(
if (node?.parentId) scene.dirtyNodes.add(node.parentId as AnyNodeId)
}
function setRuntimeDoorOpenState(
doorId: AnyNodeId,
data: { operationState?: number; swingAngle?: number },
) {
const scene = useScene.getState()
const node = scene.nodes[doorId]
useInteractive.getState().setDoorOpenState(doorId, data)
scene.dirtyNodes.add(doorId)
if (node?.parentId) scene.dirtyNodes.add(node.parentId as AnyNodeId)
}
function clearRuntimeDoorOpenState(doorId: AnyNodeId) {
const scene = useScene.getState()
const node = scene.nodes[doorId]
useInteractive.getState().removeDoorOpenState(doorId)
scene.dirtyNodes.add(doorId)
if (node?.parentId) scene.dirtyNodes.add(node.parentId as AnyNodeId)
}
export function animateDoorOpenState(
doorId: AnyNodeId,
field: 'operationState' | 'swingAngle',
@@ -46,13 +55,14 @@ export function animateDoorOpenState(
const tick = (now: number) => {
const progress = Math.min(1, (now - startedAt) / DOOR_TOGGLE_ANIMATION_MS)
const value = from + (to - from) * ease(progress)
updateDoorOpenState(doorId, { [field]: value })
setRuntimeDoorOpenState(doorId, { [field]: value })
if (progress < 1) {
activeDoorAnimations.set(doorId, window.requestAnimationFrame(tick))
} else {
activeDoorAnimations.delete(doorId)
updateDoorOpenState(doorId, { [field]: to })
clearRuntimeDoorOpenState(doorId)
onComplete?.()
}
}