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editor/packages/viewer/src/systems/slab/slab-system.tsx
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TypeScript

import { useFrame } from '@react-three/fiber'
import {
type AnyNodeId,
getRenderableSlabPolygon,
sceneRegistry,
type SlabNode,
useScene,
} from '@pascal-app/core'
import * as THREE from 'three'
function ensureUv2Attribute(geometry: THREE.BufferGeometry) {
const uv = geometry.getAttribute('uv')
if (!uv) return
geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(uv.array), 2))
}
// ============================================================================
// SLAB SYSTEM
// ============================================================================
export const SlabSystem = () => {
const dirtyNodes = useScene((state) => state.dirtyNodes)
const clearDirty = useScene((state) => state.clearDirty)
useFrame(() => {
if (dirtyNodes.size === 0) return
const nodes = useScene.getState().nodes
// Process dirty slabs
dirtyNodes.forEach((id) => {
const node = nodes[id]
if (!node || node.type !== 'slab') return
const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
if (mesh) {
updateSlabGeometry(node as SlabNode, mesh)
clearDirty(id as AnyNodeId)
}
// If mesh not found, keep it dirty for next frame
})
}, 1)
return null
}
/**
* Updates the geometry for a single slab
*/
function updateSlabGeometry(node: SlabNode, mesh: THREE.Mesh) {
const newGeo = generateSlabGeometry(node)
ensureUv2Attribute(newGeo)
mesh.geometry.dispose()
mesh.geometry = newGeo
// For negative elevation, shift the mesh down so the top face sits at Y=elevation
// rather than at Y=0. Positive elevation stays at Y=0 (slab sits at floor level).
const elevation = node.elevation ?? 0.05
mesh.position.y = elevation < 0 ? elevation : 0
}
/**
* Generates extruded slab geometry from polygon
*/
export function generateSlabGeometry(slabNode: SlabNode): THREE.BufferGeometry {
const elevation = slabNode.elevation ?? 0.05
return elevation < 0 ? generatePoolGeometry(slabNode) : generatePositiveSlabGeometry(slabNode)
}
/**
* Standard slab: flat extrusion upward from Y=0 by elevation thickness.
*/
function generatePositiveSlabGeometry(slabNode: SlabNode): THREE.BufferGeometry {
const polygon = getRenderableSlabPolygon(slabNode)
const elevation = slabNode.elevation ?? 0.05
if (polygon.length < 3) return new THREE.BufferGeometry()
const shape = new THREE.Shape()
shape.moveTo(polygon[0]![0], -polygon[0]![1])
for (let i = 1; i < polygon.length; i++) shape.lineTo(polygon[i]![0], -polygon[i]![1])
shape.closePath()
for (const holePolygon of slabNode.holes ?? []) {
if (holePolygon.length < 3) continue
const holePath = new THREE.Path()
holePath.moveTo(holePolygon[0]![0], -holePolygon[0]![1])
for (let i = 1; i < holePolygon.length; i++)
holePath.lineTo(holePolygon[i]![0], -holePolygon[i]![1])
holePath.closePath()
shape.holes.push(holePath)
}
const geometry = new THREE.ExtrudeGeometry(shape, { depth: elevation, bevelEnabled: false })
geometry.rotateX(-Math.PI / 2)
geometry.computeVertexNormals()
return geometry
}
/**
* Pool / recessed slab: floor cap at Y=0 (local) + inner walls up to Y=|elevation|.
* No top cap — the opening at ground level is handled by the ground occluder hole.
* mesh.position.y must be set to elevation so the floor sits at the correct world Y.
*
* Geometry is built directly in 3D (Y-up) to avoid rotation confusion:
* - floor in XZ plane at Y=0, normals pointing +Y (visible when looking down into pool)
* - walls from Y=0 to Y=depth, inward-facing normals (visible from inside pool)
*/
function generatePoolGeometry(slabNode: SlabNode): THREE.BufferGeometry {
const polygon = getRenderableSlabPolygon(slabNode)
const depth = Math.abs(slabNode.elevation ?? 0.05)
if (polygon.length < 3) return new THREE.BufferGeometry()
const positions: number[] = []
const uvs: number[] = []
const indices: number[] = []
const n = polygon.length
const bounds = new THREE.Box2()
for (const [x, z] of polygon) {
bounds.expandByPoint(new THREE.Vector2(x, z))
}
for (const hole of slabNode.holes ?? []) {
for (const [x, z] of hole) {
bounds.expandByPoint(new THREE.Vector2(x, z))
}
}
const floorWidth = Math.max(bounds.max.x - bounds.min.x, 0.001)
const floorHeight = Math.max(bounds.max.y - bounds.min.y, 0.001)
const pushFloorVertex = (x: number, y: number, z: number) => {
positions.push(x, y, z)
uvs.push((x - bounds.min.x) / floorWidth, (z - bounds.min.y) / floorHeight)
}
const pushWallVertex = (x: number, y: number, z: number, u: number, v: number) => {
positions.push(x, y, z)
uvs.push(u, v)
}
// --- Floor at Y=0 ---
for (const [x, z] of polygon) pushFloorVertex(x!, 0, z!)
const pts2d = polygon.map(([x, z]) => new THREE.Vector2(x!, z!))
const holesPts2d = (slabNode.holes ?? []).map((h) => h.map(([x, z]) => new THREE.Vector2(x!, z!)))
for (const hole of slabNode.holes ?? []) {
for (const [x, z] of hole) pushFloorVertex(x!, 0, z!)
}
const floorTris = THREE.ShapeUtils.triangulateShape(pts2d, holesPts2d)
for (const tri of floorTris) {
// Reversed winding → normals point +Y (upward) in XZ plane
indices.push(tri[0]!, tri[2]!, tri[1]!)
}
// --- Inner walls (no top cap at Y=depth) ---
// Standard winding on a CCW polygon in XZ gives inward-facing normals.
for (let i = 0; i < n; i++) {
const j = (i + 1) % n
const [x0, z0] = polygon[i]!
const [x1, z1] = polygon[j]!
const vBase = positions.length / 3
const segmentLength = Math.max(Math.hypot(x1 - x0, z1 - z0), 0.001)
pushWallVertex(x0!, 0, z0!, 0, 0) // v0 — floor level
pushWallVertex(x1!, 0, z1!, segmentLength, 0) // v1 — floor level
pushWallVertex(x1!, depth, z1!, segmentLength, depth) // v2 — ground level
pushWallVertex(x0!, depth, z0!, 0, depth) // v3 — ground level
indices.push(vBase, vBase + 1, vBase + 2)
indices.push(vBase, vBase + 2, vBase + 3)
}
const geo = new THREE.BufferGeometry()
geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3))
geo.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2))
geo.setIndex(indices)
geo.computeVertexNormals()
return geo
}