import { type SiteNode, type SlabNode, useRegistry, useScene } from '@pascal-app/core' import { useMemo, useRef } from 'react' import { BufferGeometry, Float32BufferAttribute, type Group, Path, Shape } from 'three' import { useNodeEvents } from '../../../hooks/use-node-events' import { unionPolygons } from '../../../lib/polygon-union' import useViewer from '../../../store/use-viewer' import { NodeRenderer } from '../node-renderer' const Y_OFFSET = 0.01 /** * Creates simple line geometry for site boundary * Single horizontal line at ground level */ const createBoundaryLineGeometry = (points: Array<[number, number]>): BufferGeometry => { const geometry = new BufferGeometry() if (points.length < 2) return geometry const positions: number[] = [] // Create a simple line loop at ground level for (const [x, z] of points) { positions.push(x ?? 0, Y_OFFSET, z ?? 0) } // Close the loop positions.push(points[0]?.[0] ?? 0, Y_OFFSET, points[0]?.[1] ?? 0) geometry.setAttribute('position', new Float32BufferAttribute(positions, 3)) return geometry } type S = ReturnType export const SiteRenderer = ({ node }: { node: SiteNode }) => { const ref = useRef(null!) useRegistry(node.id, 'site', ref) const theme = useViewer((state) => state.theme) const bgColor = theme === 'dark' ? '#1f2433' : '#fafafa' // Cache slab polygon references to keep the selector stable across unrelated store updates const slabPolygonsCache = useRef<[number, number][][]>([]) const slabPolygons = useScene((state: S) => { const nodeList = Object.values(state.nodes) const levelIndexById = new Map() let lowestLevelIndex = Number.POSITIVE_INFINITY nodeList.forEach((n) => { if (n.type !== 'level') return levelIndexById.set(n.id, n.level) lowestLevelIndex = Math.min(lowestLevelIndex, n.level) }) const next = nodeList .filter( (n): n is SlabNode => n.type === 'slab' && n.visible && n.polygon.length >= 3 && // Only recessed slabs should punch through the site ground. // Positive slabs are real floor geometry and should not create a // ghost footprint in the background ground fill. (n.elevation ?? 0.05) < 0, ) .filter((n) => { if (!Number.isFinite(lowestLevelIndex)) return true const parentLevel = n.parentId ? levelIndexById.get(n.parentId as string) : undefined return parentLevel === lowestLevelIndex }) .map((n) => n.polygon as [number, number][]) const prev = slabPolygonsCache.current if (next.length === prev.length && next.every((p, i) => p === prev[i])) return prev slabPolygonsCache.current = next return next }) // Ground shape: site polygon with slab footprints punched as holes const groundShape = useMemo(() => { if (!node?.polygon?.points || node.polygon.points.length < 3) return null const pts = node.polygon.points const shape = new Shape() shape.moveTo(pts[0]![0], -pts[0]![1]) for (let i = 1; i < pts.length; i++) shape.lineTo(pts[i]![0], -pts[i]![1]) shape.closePath() if (slabPolygons.length > 0) { for (const ring of unionPolygons(slabPolygons.map((p) => p.map((pt) => [pt[0], -pt[1]])))) { if (ring.length < 3) continue const hole = new Path() hole.moveTo(ring[0]![0], ring[0]![1]) for (let i = 1; i < ring.length; i++) hole.lineTo(ring[i]![0], ring[i]![1]) hole.closePath() shape.holes.push(hole) } } return shape }, [node?.polygon?.points, slabPolygons]) // Create boundary line geometry const lineGeometry = useMemo(() => { if (!node?.polygon?.points || node.polygon.points.length < 2) return null return createBoundaryLineGeometry(node.polygon.points) }, [node?.polygon?.points]) const handlers = useNodeEvents(node, 'site') if (!(node && lineGeometry)) { return null } return ( {/* Render children (buildings and items) */} {node.children.map((child) => ( ))} {/* Ground fill: site polygon with slab holes, occludes below-grade geometry */} {groundShape && ( {/* PERF TEST: basic material — no PBR / shadows / lighting calc. Ground color = canvas background, so lighting is invisible work. */} {/* */} )} {/* Simple boundary line */} {/* @ts-ignore */} ) }