import { type AnimationEffect, type AnyNodeId, baseMaterial, glassMaterial, type Interactive, type ItemNode, type LightEffect, useInteractive, useRegistry, useScene, } from '@pascal-app/core' import { useAnimations } from '@react-three/drei' import { Clone } from '@react-three/drei/core/Clone' import { useGLTF } from '@react-three/drei/core/Gltf' import { useFrame } from '@react-three/fiber' import { Suspense, useEffect, useMemo, useRef } from 'react' import type { AnimationAction, Group, Material, Mesh, Object3D } from 'three' import { Box3, MathUtils, Matrix4, Vector3 } from 'three' import { positionLocal, smoothstep, time } from 'three/tsl' import { MeshStandardNodeMaterial } from 'three/webgpu' import { useNodeEvents } from '../../../hooks/use-node-events' import { resolveCdnUrl } from '../../../lib/asset-url' import { useItemLightPool } from '../../../store/use-item-light-pool' import { ErrorBoundary } from '../../error-boundary' import { NodeRenderer } from '../node-renderer' const getMaterialForOriginal = (original: Material): MeshStandardNodeMaterial => { if (original.name.toLowerCase() === 'glass') { return glassMaterial } return baseMaterial } const BrokenItemFallback = ({ node }: { node: ItemNode }) => { const handlers = useNodeEvents(node, 'item') const [w, h, d] = node.asset.dimensions return ( ) } export const ItemRenderer = ({ node }: { node: ItemNode }) => { const ref = useRef(null!) useRegistry(node.id, node.type, ref) return ( }> }> {node.children?.map((childId) => ( ))} ) } const previewMaterial = new MeshStandardNodeMaterial({ color: '#cccccc', roughness: 1, metalness: 0, depthTest: false, }) const previewOpacity = smoothstep(0.42, 0.55, positionLocal.y.add(time.mul(-0.2)).mul(10).fract()) previewMaterial.opacityNode = previewOpacity previewMaterial.transparent = true const PreviewModel = ({ node }: { node: ItemNode }) => { return ( ) } const multiplyScales = ( a: [number, number, number], b: [number, number, number], ): [number, number, number] => [a[0] * b[0], a[1] * b[1], a[2] * b[2]] type Point = { x: number y: number } function getLocalMeshFloorplanPolygon(object: Object3D): Point[] { object.updateWorldMatrix(true, true) const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert() const localMatrix = new Matrix4() const scratchBounds = new Box3() const scratchPosition = new Vector3() const footprintPoints: Point[] = [] const collectPoints = (child: Object3D) => { const mesh = child as Object3D & { isMesh?: boolean name?: string geometry?: { boundingBox: Box3 | null computeBoundingBox?: () => void attributes?: { position?: { count: number getX: (index: number) => number getY: (index: number) => number getZ: (index: number) => number } } } matrixWorld: Matrix4 } if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) { if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) { mesh.geometry.computeBoundingBox() } localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld) const vertexPositions = mesh.geometry.attributes?.position if (vertexPositions && vertexPositions.count > 0) { for (let index = 0; index < vertexPositions.count; index += 1) { scratchPosition .set( vertexPositions.getX(index), vertexPositions.getY(index), vertexPositions.getZ(index), ) .applyMatrix4(localMatrix) if (Number.isFinite(scratchPosition.x) && Number.isFinite(scratchPosition.z)) { footprintPoints.push({ x: scratchPosition.x, y: scratchPosition.z }) } } } else if (mesh.geometry.boundingBox) { scratchBounds.copy(mesh.geometry.boundingBox) scratchBounds.applyMatrix4(localMatrix) if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) { footprintPoints.push( { x: scratchBounds.min.x, y: scratchBounds.min.z }, { x: scratchBounds.max.x, y: scratchBounds.min.z }, { x: scratchBounds.max.x, y: scratchBounds.max.z }, { x: scratchBounds.min.x, y: scratchBounds.max.z }, ) } } } for (const grandchild of child.children) { collectPoints(grandchild) } } for (const child of object.children) { collectPoints(child) } return getMinimumAreaBoundingRect(footprintPoints) ?? [] } function getMinimumAreaBoundingRect(points: Point[]) { if (points.length === 0) return null if (points.length < 3) return points const hull = getConvexHull(points) if (hull.length < 3) return hull let bestArea = Number.POSITIVE_INFINITY let bestRect: Point[] | null = null for (let index = 0; index < hull.length; index += 1) { const nextIndex = (index + 1) % hull.length const current = hull[index]! const next = hull[nextIndex]! const angle = Math.atan2(next.y - current.y, next.x - current.x) const cos = Math.cos(-angle) const sin = Math.sin(-angle) let minX = Number.POSITIVE_INFINITY let maxX = Number.NEGATIVE_INFINITY let minY = Number.POSITIVE_INFINITY let maxY = Number.NEGATIVE_INFINITY for (const point of hull) { const rx = point.x * cos - point.y * sin const ry = point.x * sin + point.y * cos minX = Math.min(minX, rx) maxX = Math.max(maxX, rx) minY = Math.min(minY, ry) maxY = Math.max(maxY, ry) } const area = (maxX - minX) * (maxY - minY) if (area >= bestArea) continue bestArea = area const unrotate = (x: number, y: number): Point => ({ x: x * Math.cos(angle) - y * Math.sin(angle), y: x * Math.sin(angle) + y * Math.cos(angle), }) bestRect = [ unrotate(minX, minY), unrotate(maxX, minY), unrotate(maxX, maxY), unrotate(minX, maxY), ] } return bestRect } function getConvexHull(points: Point[]) { if (points.length <= 1) return points const sorted = [...points].sort((a, b) => (a.x === b.x ? a.y - b.y : a.x - b.x)) const cross = (o: Point, a: Point, b: Point) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x) const lower: Point[] = [] for (const point of sorted) { while (lower.length >= 2 && cross(lower[lower.length - 2]!, lower[lower.length - 1]!, point) <= 0) { lower.pop() } lower.push(point) } const upper: Point[] = [] for (let index = sorted.length - 1; index >= 0; index -= 1) { const point = sorted[index]! while (upper.length >= 2 && cross(upper[upper.length - 2]!, upper[upper.length - 1]!, point) <= 0) { upper.pop() } upper.push(point) } lower.pop() upper.pop() return [...lower, ...upper] } const ModelRenderer = ({ node }: { node: ItemNode }) => { const { scene, nodes, animations } = useGLTF(resolveCdnUrl(node.asset.src) || '') const ref = useRef(null!) const { actions } = useAnimations(animations, ref) // Freeze the interactive definition at mount — asset schemas don't change at runtime const interactiveRef = useRef(node.asset.interactive) if (nodes.cutout) { nodes.cutout.visible = false } const handlers = useNodeEvents(node, 'item') useEffect(() => { if (!node.parentId) return useScene.getState().dirtyNodes.add(node.parentId as AnyNodeId) }, [node.parentId]) useEffect(() => { const cloneRoot = ref.current if (!cloneRoot) return const polygon = getLocalMeshFloorplanPolygon(cloneRoot) if (polygon.length < 3) return const nextPolygon = polygon.map(({ x, y }) => [x, y] as [number, number]) const metadata = typeof node.metadata === 'object' && node.metadata !== null && !Array.isArray(node.metadata) ? (node.metadata as Record) : {} const currentPolygon = metadata.floorplanLocalPolygon const unchanged = Array.isArray(currentPolygon) && currentPolygon.length === nextPolygon.length && currentPolygon.every( (point, index) => Array.isArray(point) && point[0] === nextPolygon[index]?.[0] && point[1] === nextPolygon[index]?.[1], ) if (unchanged) return useScene.getState().updateNode(node.id, { metadata: { ...metadata, floorplanLocalPolygon: nextPolygon, }, }) }, [node.id, node.metadata, scene]) useEffect(() => { const interactive = interactiveRef.current if (!interactive) return useInteractive.getState().initItem(node.id, interactive) return () => useInteractive.getState().removeItem(node.id) }, [node.id]) useMemo(() => { scene.traverse((child) => { if ((child as Mesh).isMesh) { const mesh = child as Mesh if (mesh.name === 'cutout') { child.visible = false return } let hasGlass = false // Handle both single material and material array cases if (Array.isArray(mesh.material)) { mesh.material = mesh.material.map((mat) => getMaterialForOriginal(mat)) hasGlass = mesh.material.some((mat) => mat.name === 'glass') // Fix geometry groups that reference materialIndex beyond the material // array length — this causes three-mesh-bvh to crash with // "Cannot read properties of undefined (reading 'side')" const matCount = mesh.material.length if (mesh.geometry.groups.length > 0) { for (const group of mesh.geometry.groups) { if (group.materialIndex !== undefined && group.materialIndex >= matCount) { group.materialIndex = 0 } } } } else { mesh.material = getMaterialForOriginal(mesh.material) hasGlass = mesh.material.name === 'glass' } mesh.castShadow = !hasGlass mesh.receiveShadow = !hasGlass } }) }, [scene]) const interactive = interactiveRef.current const animEffect = interactive?.effects.find((e): e is AnimationEffect => e.kind === 'animation') ?? null const lightEffects = interactive?.effects.filter((e): e is LightEffect => e.kind === 'light') ?? [] return ( <> {animations.length > 0 && ( )} {lightEffects.map((effect, i) => ( ))} ) } const ItemAnimation = ({ nodeId, animEffect, interactive, actions, animations, }: { nodeId: AnyNodeId animEffect: AnimationEffect | null interactive: Interactive | null actions: Record animations: { name: string }[] }) => { const activeClipRef = useRef(null) const fadingOutRef = useRef(null) // Reactive: derive target clip name — only re-renders when the clip name itself changes const targetClip = useInteractive((s) => { const values = s.items[nodeId]?.controlValues if (!animEffect) return animations[0]?.name ?? null const toggleIndex = interactive!.controls.findIndex((c) => c.kind === 'toggle') const isOn = toggleIndex >= 0 ? Boolean(values?.[toggleIndex]) : false return isOn ? (animEffect.clips.on ?? null) : (animEffect.clips.off ?? animEffect.clips.loop ?? null) }) // When target clip changes: kick off the transition useEffect(() => { // Cancel any ongoing fade-out immediately if (fadingOutRef.current) { fadingOutRef.current.timeScale = 0 fadingOutRef.current = null } // Move current clip to fade-out if (activeClipRef.current && activeClipRef.current !== targetClip) { const old = actions[activeClipRef.current] if (old?.isRunning()) fadingOutRef.current = old } // Start new clip at timeScale 0.01 (as 0 would cause isRunning to be false and thus not play at all), then fade in to 1 activeClipRef.current = targetClip if (targetClip) { const next = actions[targetClip] if (next) { next.timeScale = 0.01 next.play() } } }, [targetClip, actions]) // useFrame: only lerping — no logic useFrame((_, delta) => { if (fadingOutRef.current) { const action = fadingOutRef.current action.timeScale = MathUtils.lerp(action.timeScale, 0, Math.min(delta * 5, 1)) if (action.timeScale < 0.01) { action.timeScale = 0 fadingOutRef.current = null } } if (activeClipRef.current) { const action = actions[activeClipRef.current] if (action?.isRunning() && action.timeScale < 1) { action.timeScale = MathUtils.lerp(action.timeScale, 1, Math.min(delta * 5, 1)) if (1 - action.timeScale < 0.01) action.timeScale = 1 } } }) return null } const ItemLightRegistrar = ({ nodeId, effect, interactive, index, }: { nodeId: AnyNodeId effect: LightEffect interactive: Interactive index: number }) => { useEffect(() => { const key = `${nodeId}:${index}` useItemLightPool.getState().register(key, nodeId, effect, interactive) return () => useItemLightPool.getState().unregister(key) }, [nodeId, index, effect, interactive]) return null }