157 lines
5.3 KiB
TypeScript
157 lines
5.3 KiB
TypeScript
import { useRegistry, useScene, type SiteNode, type SlabNode } from '@pascal-app/core'
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import { useMemo, useRef } from 'react'
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import { BufferGeometry, Float32BufferAttribute, Path, Shape, type Group } from 'three'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { unionPolygons } from '../../../lib/polygon-union'
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import useViewer from '../../../store/use-viewer'
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import { NodeRenderer } from '../node-renderer'
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const Y_OFFSET = 0.01
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/**
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* Creates simple line geometry for site boundary
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* Single horizontal line at ground level
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*/
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const createBoundaryLineGeometry = (points: Array<[number, number]>): BufferGeometry => {
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const geometry = new BufferGeometry()
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if (points.length < 2) return geometry
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const positions: number[] = []
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// Create a simple line loop at ground level
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for (const [x, z] of points) {
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positions.push(x ?? 0, Y_OFFSET, z ?? 0)
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}
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// Close the loop
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positions.push(points[0]?.[0] ?? 0, Y_OFFSET, points[0]?.[1] ?? 0)
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geometry.setAttribute('position', new Float32BufferAttribute(positions, 3))
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return geometry
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}
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type S = ReturnType<typeof useScene.getState>
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export const SiteRenderer = ({ node }: { node: SiteNode }) => {
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const ref = useRef<Group>(null!)
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useRegistry(node.id, 'site', ref)
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const theme = useViewer((state) => state.theme)
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const bgColor = theme === 'dark' ? '#1f2433' : '#fafafa'
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// Cache slab polygon references to keep the selector stable across unrelated store updates
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const slabPolygonsCache = useRef<[number, number][][]>([])
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const slabPolygons = useScene((state: S) => {
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const nodeList = Object.values(state.nodes)
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const levelIndexById = new Map<string, number>()
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let lowestLevelIndex = Number.POSITIVE_INFINITY
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nodeList.forEach((n) => {
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if (n.type !== 'level') return
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levelIndexById.set(n.id, n.level)
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lowestLevelIndex = Math.min(lowestLevelIndex, n.level)
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})
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const next = nodeList
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.filter(
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(n): n is SlabNode =>
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n.type === 'slab' &&
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n.visible &&
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n.polygon.length >= 3 &&
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// Only recessed slabs should punch through the site ground.
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// Positive slabs are real floor geometry and should not create a
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// ghost footprint in the background ground fill.
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(n.elevation ?? 0.05) < 0,
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)
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.filter((n) => {
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if (!Number.isFinite(lowestLevelIndex)) return true
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const parentLevel = n.parentId ? levelIndexById.get(n.parentId as string) : undefined
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return parentLevel === lowestLevelIndex
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})
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.map((n) => n.polygon as [number, number][])
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const prev = slabPolygonsCache.current
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if (next.length === prev.length && next.every((p, i) => p === prev[i])) return prev
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slabPolygonsCache.current = next
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return next
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})
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// Ground shape: site polygon with slab footprints punched as holes
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const groundShape = useMemo(() => {
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if (!node?.polygon?.points || node.polygon.points.length < 3) return null
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const pts = node.polygon.points
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const shape = new Shape()
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shape.moveTo(pts[0]![0], -pts[0]![1])
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for (let i = 1; i < pts.length; i++) shape.lineTo(pts[i]![0], -pts[i]![1])
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shape.closePath()
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if (slabPolygons.length > 0) {
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for (const ring of unionPolygons(slabPolygons.map((p) => p.map((pt) => [pt[0], -pt[1]])))) {
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if (ring.length < 3) continue
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const hole = new Path()
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hole.moveTo(ring[0]![0], ring[0]![1])
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for (let i = 1; i < ring.length; i++) hole.lineTo(ring[i]![0], ring[i]![1])
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hole.closePath()
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shape.holes.push(hole)
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}
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}
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return shape
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}, [node?.polygon?.points, slabPolygons])
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// Create boundary line geometry
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const lineGeometry = useMemo(() => {
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if (!node?.polygon?.points || node.polygon.points.length < 2) return null
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return createBoundaryLineGeometry(node.polygon.points)
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}, [node?.polygon?.points])
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const handlers = useNodeEvents(node, 'site')
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if (!(node && lineGeometry)) {
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return null
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}
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return (
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<group ref={ref} {...handlers}>
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{/* Render children (buildings and items) */}
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{node.children.map((child) => (
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<NodeRenderer
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key={typeof child === 'string' ? child : child.id}
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nodeId={typeof child === 'string' ? child : child.id}
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/>
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))}
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{/* Ground fill: site polygon with slab holes, occludes below-grade geometry */}
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{groundShape && (
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<mesh position={[0, -0.05, 0]} rotation={[-Math.PI / 2, 0, 0]}>
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<shapeGeometry args={[groundShape]} />
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{/* PERF TEST: basic material — no PBR / shadows / lighting calc.
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Ground color = canvas background, so lighting is invisible work. */}
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<meshBasicMaterial
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color={bgColor}
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polygonOffset={true}
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polygonOffsetFactor={1}
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polygonOffsetUnits={1}
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/>
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{/* <meshStandardMaterial
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color={bgColor}
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depthWrite={true}
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polygonOffset={true}
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polygonOffsetFactor={1}
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polygonOffsetUnits={1}
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/> */}
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</mesh>
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)}
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{/* Simple boundary line */}
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{/* @ts-ignore */}
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<line frustumCulled={false} geometry={lineGeometry} renderOrder={9}>
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<lineBasicMaterial color="#f59e0b" linewidth={2} opacity={0.6} transparent />
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</line>
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</group>
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)
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}
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