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editor/packages/viewer/src/systems/level/level-system.tsx
T
Aymeric RabotandGitHub 494150dc1f fix(viewer): stack levels per building (#519)
* fix(viewer): stack levels per building

* fix(viewer): recover legacy level ownership
2026-07-19 18:29:00 +02:00

92 lines
3.5 KiB
TypeScript

import {
type BuildingNode,
getLevelHeight,
type LevelNode,
sceneRegistry,
useScene,
} from '@pascal-app/core'
import { useFrame } from '@react-three/fiber'
import type { Object3D } from 'three'
import { lerp } from 'three/src/math/MathUtils.js'
import { applyShadowOnly, clearShadowOnly } from '../../lib/shadow-only'
import useViewer from '../../store/use-viewer'
import { getLevelBuildingId, getLevelStackPositions } from './level-stacking'
const EXPLODED_GAP = 5
// Levels currently in shadow-caster-only mode (solo hides them from the color
// passes but keeps their sun shadows). Tracked so we can restore layer masks
// exactly once on transition; apply re-runs every frame so meshes rebuilt
// while hidden (theme/texture changes) get re-hidden.
const shadowOnlyLevels = new WeakSet<Object3D>()
export const LevelSystem = () => {
useFrame((_, delta) => {
const nodes = useScene.getState().nodes
const levelMode = useViewer.getState().levelMode
const selectedLevel = useViewer.getState().selection.levelId
// Collect level heights so each building can compute its own cumulative offsets.
// Level 0 → Y=0, Level 1 → Y=height(0), Level 2 → Y=height(0)+height(1), etc.
type LevelEntry = {
levelId: string
buildingId: string | null
index: number
height: number
obj: NonNullable<ReturnType<typeof sceneRegistry.nodes.get>>
}
const entries: LevelEntry[] = []
const buildings = Object.values(nodes).filter(
(node): node is BuildingNode => node?.type === 'building',
)
sceneRegistry.byType.level!.forEach((levelId) => {
const obj = sceneRegistry.nodes.get(levelId)
const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
if (obj && level) {
entries.push({
levelId,
buildingId: getLevelBuildingId(levelId, level.parentId, buildings),
index: level.level,
height: getLevelHeight(
levelId,
nodes,
(wallId) => sceneRegistry.nodes.get(wallId)?.position.y,
),
obj,
})
}
})
const stackPositions = getLevelStackPositions(entries)
const selectedIndex = selectedLevel
? entries.find((e) => e.levelId === selectedLevel)?.index
: undefined
for (const { levelId, index, obj } of entries) {
const level = nodes[levelId as LevelNode['id']] as LevelNode | undefined
const baseY = stackPositions.get(levelId) ?? 0
const explodedExtra = levelMode === 'exploded' ? index * EXPLODED_GAP : 0
const targetY = baseY + explodedExtra
obj.position.y = lerp(obj.position.y, targetY, delta * 12) // Smoothly animate to new Y position
// Solo: hidden levels ABOVE the soloed one stay in the shadow map
// (shadow-caster-only) so the sun still shadows the soloed floor through
// them; levels below can't block the sun, so they plain-hide.
const hidden = levelMode === 'solo' && Boolean(selectedLevel) && level?.id !== selectedLevel
const castsWhileHidden = hidden && selectedIndex !== undefined && index > selectedIndex
if (castsWhileHidden) {
applyShadowOnly(obj)
shadowOnlyLevels.add(obj)
obj.visible = true
} else {
if (shadowOnlyLevels.has(obj)) {
clearShadowOnly(obj)
shadowOnlyLevels.delete(obj)
}
obj.visible = !hidden
}
}
}, 5) // Using a lower priority so it runs after transforms from other systems have settled
return null
}