import { BufferGeometry, Float32BufferAttribute } from 'three' /** * Placeholder geometry for a mesh whose real geometry is filled in later by a * system (wall / roof / roof-segment / ceiling / stair-segment). These meshes * are mounted *visible*, so the WebGPU renderer draws them on the first * frame(s) before the owning system runs — and the system passes are * rate-limited, so several meshes can still hold the placeholder across * multiple frames. * * It carries three zero-vertices — a single degenerate, zero-area (invisible) * triangle — rather than an empty `position` attribute. An empty attribute * (count 0) makes three.js create no GPU buffer for it, so vertex buffer slot 0 * is never bound and WebGPU rejects the draw with "Vertex buffer slot 0 … was * not set", which poisons the whole command encoder (cascading into "Invalid * CommandBuffer" on every queue submit). The zero normals and UVs keep lit * node-material pipelines from compiling additional required-but-unbound * vertex buffers. Three real vertices give it bound buffers; the `groupCount` * count-0 groups keep nothing drawn while matching the mesh's material-array * length so raycasts / BVH never index past the materials. */ export function createPlaceholderGeometry(groupCount = 0): BufferGeometry { const geometry = new BufferGeometry() geometry.setAttribute('position', new Float32BufferAttribute(new Float32Array(9), 3)) geometry.setAttribute('normal', new Float32BufferAttribute(new Float32Array(9), 3)) geometry.setAttribute('uv', new Float32BufferAttribute(new Float32Array(6), 2)) for (let group = 0; group < groupCount; group++) { geometry.addGroup(0, 0, group) } return geometry }