Files
editor/packages/nodes/src/shared/placeholder-geometry.ts
T

32 lines
1.7 KiB
TypeScript

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
}