@pascal-app/viewer 0.8.0 → 0.9.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (284) hide show
  1. package/dist/components/error-boundary.d.ts +6 -0
  2. package/dist/components/error-boundary.d.ts.map +1 -1
  3. package/dist/components/error-boundary.js +6 -0
  4. package/dist/components/renderers/node-renderer.d.ts +6 -2
  5. package/dist/components/renderers/node-renderer.d.ts.map +1 -1
  6. package/dist/components/renderers/node-renderer.js +41 -22
  7. package/dist/components/renderers/parametric-node-renderer.d.ts +5 -0
  8. package/dist/components/renderers/parametric-node-renderer.d.ts.map +1 -0
  9. package/dist/components/renderers/parametric-node-renderer.js +37 -0
  10. package/dist/components/renderers/scene-renderer.d.ts +1 -1
  11. package/dist/components/renderers/scene-renderer.d.ts.map +1 -1
  12. package/dist/components/viewer/bvh-ecctrl.d.ts +77 -0
  13. package/dist/components/viewer/bvh-ecctrl.d.ts.map +1 -0
  14. package/dist/components/viewer/bvh-ecctrl.js +552 -0
  15. package/dist/components/viewer/frame-limiter.d.ts.map +1 -1
  16. package/dist/components/viewer/frame-limiter.js +39 -4
  17. package/dist/components/viewer/glb-interactive.d.ts +41 -0
  18. package/dist/components/viewer/glb-interactive.d.ts.map +1 -0
  19. package/dist/components/viewer/glb-interactive.js +394 -0
  20. package/dist/components/viewer/glb-reference-nodes.d.ts +29 -0
  21. package/dist/components/viewer/glb-reference-nodes.d.ts.map +1 -0
  22. package/dist/components/viewer/glb-reference-nodes.js +80 -0
  23. package/dist/components/viewer/glb-replace-instances.d.ts +18 -0
  24. package/dist/components/viewer/glb-replace-instances.d.ts.map +1 -0
  25. package/dist/components/viewer/glb-replace-instances.js +61 -0
  26. package/dist/components/viewer/glb-scene.d.ts +54 -0
  27. package/dist/components/viewer/glb-scene.d.ts.map +1 -0
  28. package/dist/components/viewer/glb-scene.js +920 -0
  29. package/dist/components/viewer/glb-walkthrough-controller.d.ts +12 -0
  30. package/dist/components/viewer/glb-walkthrough-controller.d.ts.map +1 -0
  31. package/dist/components/viewer/glb-walkthrough-controller.js +357 -0
  32. package/dist/components/viewer/index.d.ts +56 -3
  33. package/dist/components/viewer/index.d.ts.map +1 -1
  34. package/dist/components/viewer/index.js +280 -65
  35. package/dist/components/viewer/lights.d.ts +1 -1
  36. package/dist/components/viewer/lights.d.ts.map +1 -1
  37. package/dist/components/viewer/lights.js +201 -43
  38. package/dist/components/viewer/perf-monitor.d.ts +1 -1
  39. package/dist/components/viewer/perf-monitor.d.ts.map +1 -1
  40. package/dist/components/viewer/perf-monitor.js +115 -12
  41. package/dist/components/viewer/post-processing.d.ts +7 -1
  42. package/dist/components/viewer/post-processing.d.ts.map +1 -1
  43. package/dist/components/viewer/post-processing.js +395 -63
  44. package/dist/components/viewer/registered-systems.d.ts +12 -0
  45. package/dist/components/viewer/registered-systems.d.ts.map +1 -0
  46. package/dist/components/viewer/registered-systems.js +49 -0
  47. package/dist/components/viewer/scene-bvh.d.ts +18 -0
  48. package/dist/components/viewer/scene-bvh.d.ts.map +1 -0
  49. package/dist/components/viewer/scene-bvh.js +97 -0
  50. package/dist/components/viewer/scene-bvh.test.d.ts +2 -0
  51. package/dist/components/viewer/scene-bvh.test.d.ts.map +1 -0
  52. package/dist/components/viewer/scene-bvh.test.js +13 -0
  53. package/dist/components/viewer/scene-environment.d.ts +2 -0
  54. package/dist/components/viewer/scene-environment.d.ts.map +1 -0
  55. package/dist/components/viewer/scene-environment.js +79 -0
  56. package/dist/components/viewer/selection-manager.d.ts +1 -1
  57. package/dist/components/viewer/selection-manager.d.ts.map +1 -1
  58. package/dist/components/viewer/selection-manager.js +37 -14
  59. package/dist/components/viewer/viewer-camera.d.ts +1 -1
  60. package/dist/components/viewer/viewer-camera.d.ts.map +1 -1
  61. package/dist/components/viewer/walkthrough-controls.d.ts +2 -1
  62. package/dist/components/viewer/walkthrough-controls.d.ts.map +1 -1
  63. package/dist/components/viewer/walkthrough-controls.js +20 -0
  64. package/dist/hooks/use-gltf-ktx2.d.ts.map +1 -1
  65. package/dist/hooks/use-gltf-ktx2.js +3 -22
  66. package/dist/hooks/use-node-events.d.ts +6 -74
  67. package/dist/hooks/use-node-events.d.ts.map +1 -1
  68. package/dist/hooks/use-node-events.js +28 -8
  69. package/dist/index.d.ts +48 -5
  70. package/dist/index.d.ts.map +1 -1
  71. package/dist/index.js +82 -4
  72. package/dist/lib/backdrop.d.ts +33 -0
  73. package/dist/lib/backdrop.d.ts.map +1 -0
  74. package/dist/lib/backdrop.js +92 -0
  75. package/dist/lib/box-uv.d.ts +13 -0
  76. package/dist/lib/box-uv.d.ts.map +1 -0
  77. package/dist/lib/box-uv.js +32 -0
  78. package/dist/lib/csg-utils.d.ts +10 -0
  79. package/dist/lib/csg-utils.d.ts.map +1 -0
  80. package/dist/lib/csg-utils.js +93 -0
  81. package/dist/lib/csg-utils.test.d.ts +2 -0
  82. package/dist/lib/csg-utils.test.d.ts.map +1 -0
  83. package/dist/lib/csg-utils.test.js +45 -0
  84. package/dist/lib/drawable-geometry.d.ts +21 -0
  85. package/dist/lib/drawable-geometry.d.ts.map +1 -0
  86. package/dist/lib/drawable-geometry.js +22 -0
  87. package/dist/lib/edge-style.d.ts +4 -0
  88. package/dist/lib/edge-style.d.ts.map +1 -0
  89. package/dist/lib/edge-style.js +31 -0
  90. package/dist/lib/gpu-perf.d.ts +4 -0
  91. package/dist/lib/gpu-perf.d.ts.map +1 -0
  92. package/dist/lib/gpu-perf.js +23 -0
  93. package/dist/lib/ink-edges.d.ts +9 -0
  94. package/dist/lib/ink-edges.d.ts.map +1 -0
  95. package/dist/lib/ink-edges.js +49 -0
  96. package/dist/lib/isolation.d.ts +39 -0
  97. package/dist/lib/isolation.d.ts.map +1 -0
  98. package/dist/lib/isolation.js +103 -0
  99. package/dist/lib/ktx2-loader.d.ts +43 -0
  100. package/dist/lib/ktx2-loader.d.ts.map +1 -0
  101. package/dist/lib/ktx2-loader.js +136 -0
  102. package/dist/lib/layers.d.ts +28 -0
  103. package/dist/lib/layers.d.ts.map +1 -1
  104. package/dist/lib/layers.js +28 -0
  105. package/dist/lib/materials.d.ts +38 -15
  106. package/dist/lib/materials.d.ts.map +1 -1
  107. package/dist/lib/materials.js +364 -72
  108. package/dist/lib/merged-outline-node.d.ts.map +1 -1
  109. package/dist/lib/merged-outline-node.js +7 -0
  110. package/dist/lib/polygon-union.d.ts +4 -0
  111. package/dist/lib/polygon-union.d.ts.map +1 -0
  112. package/dist/lib/polygon-union.js +289 -0
  113. package/dist/lib/polygon-union.test.d.ts +2 -0
  114. package/dist/lib/polygon-union.test.d.ts.map +1 -0
  115. package/dist/lib/polygon-union.test.js +105 -0
  116. package/dist/lib/scene-themes.d.ts +30 -0
  117. package/dist/lib/scene-themes.d.ts.map +1 -0
  118. package/dist/lib/scene-themes.js +202 -0
  119. package/dist/lib/shadow-only.d.ts +4 -0
  120. package/dist/lib/shadow-only.d.ts.map +1 -0
  121. package/dist/lib/shadow-only.js +36 -0
  122. package/dist/lib/tsl-compat.d.ts +12 -0
  123. package/dist/lib/tsl-compat.d.ts.map +1 -0
  124. package/dist/lib/tsl-compat.js +13 -0
  125. package/dist/store/use-viewer.d.ts +92 -12
  126. package/dist/store/use-viewer.d.ts.map +1 -1
  127. package/dist/store/use-viewer.js +201 -6
  128. package/dist/store/use-viewer.test.d.ts +2 -0
  129. package/dist/store/use-viewer.test.d.ts.map +1 -0
  130. package/dist/store/use-viewer.test.js +42 -0
  131. package/dist/systems/ceiling/ceiling-system.d.ts +6 -2
  132. package/dist/systems/ceiling/ceiling-system.d.ts.map +1 -1
  133. package/dist/systems/ceiling/ceiling-system.js +66 -13
  134. package/dist/systems/door/door-animation.test.d.ts +2 -0
  135. package/dist/systems/door/door-animation.test.d.ts.map +1 -0
  136. package/dist/systems/door/door-animation.test.js +51 -0
  137. package/dist/systems/door/door-floor-alignment.test.d.ts +2 -0
  138. package/dist/systems/door/door-floor-alignment.test.d.ts.map +1 -0
  139. package/dist/systems/door/door-floor-alignment.test.js +50 -0
  140. package/dist/systems/door/door-system.d.ts +24 -0
  141. package/dist/systems/door/door-system.d.ts.map +1 -1
  142. package/dist/systems/door/door-system.js +864 -180
  143. package/dist/systems/elevator/elevator-interaction-system.d.ts +2 -0
  144. package/dist/systems/elevator/elevator-interaction-system.d.ts.map +1 -0
  145. package/dist/systems/elevator/elevator-interaction-system.js +62 -0
  146. package/dist/systems/fence/fence-system.d.ts +20 -0
  147. package/dist/systems/fence/fence-system.d.ts.map +1 -1
  148. package/dist/systems/fence/fence-system.js +229 -57
  149. package/dist/systems/floor-elevation/floor-elevation-system.d.ts +20 -0
  150. package/dist/systems/floor-elevation/floor-elevation-system.d.ts.map +1 -0
  151. package/dist/systems/floor-elevation/floor-elevation-system.js +78 -0
  152. package/dist/systems/geometry/geometry-system.d.ts +41 -0
  153. package/dist/systems/geometry/geometry-system.d.ts.map +1 -0
  154. package/dist/systems/geometry/geometry-system.js +348 -0
  155. package/dist/systems/geometry/geometry-system.test.d.ts +2 -0
  156. package/dist/systems/geometry/geometry-system.test.d.ts.map +1 -0
  157. package/dist/systems/geometry/geometry-system.test.js +30 -0
  158. package/dist/systems/interactive/control-widget.d.ts +10 -0
  159. package/dist/systems/interactive/control-widget.d.ts.map +1 -0
  160. package/dist/systems/interactive/control-widget.js +35 -0
  161. package/dist/systems/interactive/interactive-system.d.ts +1 -1
  162. package/dist/systems/interactive/interactive-system.d.ts.map +1 -1
  163. package/dist/systems/interactive/interactive-system.js +55 -56
  164. package/dist/systems/item/item-system.d.ts +7 -0
  165. package/dist/systems/item/item-system.d.ts.map +1 -1
  166. package/dist/systems/item/item-system.js +28 -17
  167. package/dist/systems/item-light/item-light-system.d.ts +1 -1
  168. package/dist/systems/item-light/item-light-system.d.ts.map +1 -1
  169. package/dist/systems/item-light/item-light-system.js +18 -5
  170. package/dist/systems/level/level-system.d.ts.map +1 -1
  171. package/dist/systems/level/level-system.js +28 -4
  172. package/dist/systems/level/level-utils.d.ts +0 -3
  173. package/dist/systems/level/level-utils.d.ts.map +1 -1
  174. package/dist/systems/level/level-utils.js +2 -41
  175. package/dist/systems/roof/roof-materials.d.ts +3 -2
  176. package/dist/systems/roof/roof-materials.d.ts.map +1 -1
  177. package/dist/systems/roof/roof-materials.js +59 -14
  178. package/dist/systems/roof/roof-system.d.ts +46 -6
  179. package/dist/systems/roof/roof-system.d.ts.map +1 -1
  180. package/dist/systems/roof/roof-system.js +1365 -170
  181. package/dist/systems/slab/slab-system.d.ts +5 -3
  182. package/dist/systems/slab/slab-system.d.ts.map +1 -1
  183. package/dist/systems/slab/slab-system.js +204 -68
  184. package/dist/systems/slab/slab-system.test.d.ts +2 -0
  185. package/dist/systems/slab/slab-system.test.d.ts.map +1 -0
  186. package/dist/systems/slab/slab-system.test.js +63 -0
  187. package/dist/systems/stair/stair-materials.d.ts +4 -3
  188. package/dist/systems/stair/stair-materials.d.ts.map +1 -1
  189. package/dist/systems/stair/stair-materials.js +30 -15
  190. package/dist/systems/stair/stair-system.d.ts.map +1 -1
  191. package/dist/systems/stair/stair-system.js +55 -63
  192. package/dist/systems/surface-hole-geometry.d.ts +3 -0
  193. package/dist/systems/surface-hole-geometry.d.ts.map +1 -0
  194. package/dist/systems/surface-hole-geometry.js +4 -0
  195. package/dist/systems/wall/opening-cutout-geometry.d.ts +31 -0
  196. package/dist/systems/wall/opening-cutout-geometry.d.ts.map +1 -0
  197. package/dist/systems/wall/opening-cutout-geometry.js +167 -0
  198. package/dist/systems/wall/opening-cutout-geometry.test.d.ts +2 -0
  199. package/dist/systems/wall/opening-cutout-geometry.test.d.ts.map +1 -0
  200. package/dist/systems/wall/opening-cutout-geometry.test.js +172 -0
  201. package/dist/systems/wall/wall-cutout.d.ts.map +1 -1
  202. package/dist/systems/wall/wall-cutout.js +62 -17
  203. package/dist/systems/wall/wall-materials.d.ts +12 -7
  204. package/dist/systems/wall/wall-materials.d.ts.map +1 -1
  205. package/dist/systems/wall/wall-materials.js +279 -46
  206. package/dist/systems/wall/wall-opening-cutout.test.d.ts +2 -0
  207. package/dist/systems/wall/wall-opening-cutout.test.d.ts.map +1 -0
  208. package/dist/systems/wall/wall-opening-cutout.test.js +59 -0
  209. package/dist/systems/wall/wall-support-extension.test.d.ts +2 -0
  210. package/dist/systems/wall/wall-support-extension.test.d.ts.map +1 -0
  211. package/dist/systems/wall/wall-support-extension.test.js +48 -0
  212. package/dist/systems/wall/wall-system.d.ts +2 -2
  213. package/dist/systems/wall/wall-system.d.ts.map +1 -1
  214. package/dist/systems/wall/wall-system.js +493 -193
  215. package/dist/systems/window/window-animation-system.d.ts +12 -0
  216. package/dist/systems/window/window-animation-system.d.ts.map +1 -1
  217. package/dist/systems/window/window-animation-system.js +16 -5
  218. package/dist/systems/window/window-system.d.ts +7 -0
  219. package/dist/systems/window/window-system.d.ts.map +1 -1
  220. package/dist/systems/window/window-system.js +308 -18
  221. package/package.json +5 -6
  222. package/dist/components/renderers/building/building-renderer.d.ts +0 -5
  223. package/dist/components/renderers/building/building-renderer.d.ts.map +0 -1
  224. package/dist/components/renderers/building/building-renderer.js +0 -11
  225. package/dist/components/renderers/ceiling/ceiling-renderer.d.ts +0 -5
  226. package/dist/components/renderers/ceiling/ceiling-renderer.d.ts.map +0 -1
  227. package/dist/components/renderers/ceiling/ceiling-renderer.js +0 -58
  228. package/dist/components/renderers/column/column-renderer.d.ts +0 -5
  229. package/dist/components/renderers/column/column-renderer.d.ts.map +0 -1
  230. package/dist/components/renderers/column/column-renderer.js +0 -597
  231. package/dist/components/renderers/door/door-renderer.d.ts +0 -5
  232. package/dist/components/renderers/door/door-renderer.d.ts.map +0 -1
  233. package/dist/components/renderers/door/door-renderer.js +0 -16
  234. package/dist/components/renderers/fence/fence-renderer.d.ts +0 -5
  235. package/dist/components/renderers/fence/fence-renderer.d.ts.map +0 -1
  236. package/dist/components/renderers/fence/fence-renderer.js +0 -15
  237. package/dist/components/renderers/guide/guide-renderer.d.ts +0 -5
  238. package/dist/components/renderers/guide/guide-renderer.d.ts.map +0 -1
  239. package/dist/components/renderers/guide/guide-renderer.js +0 -38
  240. package/dist/components/renderers/item/item-renderer.d.ts +0 -5
  241. package/dist/components/renderers/item/item-renderer.d.ts.map +0 -1
  242. package/dist/components/renderers/item/item-renderer.js +0 -172
  243. package/dist/components/renderers/level/level-renderer.d.ts +0 -5
  244. package/dist/components/renderers/level/level-renderer.d.ts.map +0 -1
  245. package/dist/components/renderers/level/level-renderer.js +0 -11
  246. package/dist/components/renderers/roof/roof-materials.d.ts +0 -4
  247. package/dist/components/renderers/roof/roof-materials.d.ts.map +0 -1
  248. package/dist/components/renderers/roof/roof-materials.js +0 -16
  249. package/dist/components/renderers/roof/roof-renderer.d.ts +0 -5
  250. package/dist/components/renderers/roof/roof-renderer.d.ts.map +0 -1
  251. package/dist/components/renderers/roof/roof-renderer.js +0 -32
  252. package/dist/components/renderers/roof-segment/roof-segment-renderer.d.ts +0 -5
  253. package/dist/components/renderers/roof-segment/roof-segment-renderer.d.ts.map +0 -1
  254. package/dist/components/renderers/roof-segment/roof-segment-renderer.js +0 -40
  255. package/dist/components/renderers/scan/scan-renderer.d.ts +0 -5
  256. package/dist/components/renderers/scan/scan-renderer.d.ts.map +0 -1
  257. package/dist/components/renderers/scan/scan-renderer.js +0 -54
  258. package/dist/components/renderers/site/site-renderer.d.ts +0 -5
  259. package/dist/components/renderers/site/site-renderer.d.ts.map +0 -1
  260. package/dist/components/renderers/site/site-renderer.js +0 -106
  261. package/dist/components/renderers/slab/slab-renderer.d.ts +0 -5
  262. package/dist/components/renderers/slab/slab-renderer.d.ts.map +0 -1
  263. package/dist/components/renderers/slab/slab-renderer.js +0 -58
  264. package/dist/components/renderers/spawn/spawn-renderer.d.ts +0 -5
  265. package/dist/components/renderers/spawn/spawn-renderer.d.ts.map +0 -1
  266. package/dist/components/renderers/spawn/spawn-renderer.js +0 -32
  267. package/dist/components/renderers/stair/stair-renderer.d.ts +0 -5
  268. package/dist/components/renderers/stair/stair-renderer.d.ts.map +0 -1
  269. package/dist/components/renderers/stair/stair-renderer.js +0 -603
  270. package/dist/components/renderers/stair-segment/stair-segment-renderer.d.ts +0 -5
  271. package/dist/components/renderers/stair-segment/stair-segment-renderer.d.ts.map +0 -1
  272. package/dist/components/renderers/stair-segment/stair-segment-renderer.js +0 -51
  273. package/dist/components/renderers/wall/wall-renderer.d.ts +0 -5
  274. package/dist/components/renderers/wall/wall-renderer.d.ts.map +0 -1
  275. package/dist/components/renderers/wall/wall-renderer.js +0 -16
  276. package/dist/components/renderers/window/window-renderer.d.ts +0 -5
  277. package/dist/components/renderers/window/window-renderer.d.ts.map +0 -1
  278. package/dist/components/renderers/window/window-renderer.js +0 -21
  279. package/dist/components/renderers/zone/zone-renderer.d.ts +0 -5
  280. package/dist/components/renderers/zone/zone-renderer.d.ts.map +0 -1
  281. package/dist/components/renderers/zone/zone-renderer.js +0 -181
  282. package/dist/components/viewer/ground-occluder.d.ts +0 -2
  283. package/dist/components/viewer/ground-occluder.d.ts.map +0 -1
  284. package/dist/components/viewer/ground-occluder.js +0 -79
@@ -0,0 +1,2 @@
1
+ export declare function ElevatorInteractionSystem(): null;
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+ //# sourceMappingURL=elevator-interaction-system.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"elevator-interaction-system.d.ts","sourceRoot":"","sources":["../../../src/systems/elevator/elevator-interaction-system.tsx"],"names":[],"mappings":"AAkCA,wBAAgB,yBAAyB,SA0DxC"}
@@ -0,0 +1,62 @@
1
+ import { openElevatorDoor, requestElevatorLevel, resolveElevatorDispatchTarget, useInteractive, useScene, } from '@pascal-app/core';
2
+ import { useThree } from '@react-three/fiber';
3
+ import { useEffect, useRef } from 'react';
4
+ import { Raycaster, Vector2 } from 'three';
5
+ function getElevatorButtonData(object) {
6
+ let current = object;
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+ while (current) {
8
+ const data = current.userData.elevatorButton;
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+ if (data)
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+ return data;
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+ current = current.parent;
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+ }
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+ return null;
14
+ }
15
+ export function ElevatorInteractionSystem() {
16
+ const camera = useThree((state) => state.camera);
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+ const gl = useThree((state) => state.gl);
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+ const scene = useThree((state) => state.scene);
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+ const raycasterRef = useRef(new Raycaster());
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+ const pointerRef = useRef(new Vector2());
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+ useEffect(() => {
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+ const canvas = gl.domElement;
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+ const handlePointerDown = (event) => {
24
+ if (event.button !== 0)
25
+ return;
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+ const rect = canvas.getBoundingClientRect();
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+ const pointer = pointerRef.current;
28
+ pointer.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
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+ pointer.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
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+ const raycaster = raycasterRef.current;
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+ raycaster.setFromCamera(pointer, camera);
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+ const button = raycaster
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+ .intersectObjects(scene.children, true)
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+ .map((intersection) => getElevatorButtonData(intersection.object))
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+ .find((data) => data !== null);
36
+ if (!button || button.disabled)
37
+ return;
38
+ event.preventDefault();
39
+ event.stopPropagation();
40
+ if (button.action === 'open-door') {
41
+ openElevatorDoor(button.elevatorId);
42
+ return;
43
+ }
44
+ if (!button.levelId)
45
+ return;
46
+ const targetElevatorId = button.kind === 'landing'
47
+ ? resolveElevatorDispatchTarget({
48
+ elevators: useInteractive.getState().elevators,
49
+ levelId: button.levelId,
50
+ nodes: useScene.getState().nodes,
51
+ requestedElevatorId: button.elevatorId,
52
+ })
53
+ : button.elevatorId;
54
+ requestElevatorLevel(targetElevatorId, button.levelId);
55
+ };
56
+ canvas.addEventListener('pointerdown', handlePointerDown, true);
57
+ return () => {
58
+ canvas.removeEventListener('pointerdown', handlePointerDown, true);
59
+ };
60
+ }, [camera, gl, scene]);
61
+ return null;
62
+ }
@@ -1,2 +1,22 @@
1
+ import { type FenceNode } from '@pascal-app/core';
2
+ import * as THREE from 'three';
3
+ type FencePart = {
4
+ geometry?: THREE.BufferGeometry;
5
+ position: [number, number, number];
6
+ rotationY?: number;
7
+ scale: [number, number, number];
8
+ shape?: 'box' | 'pyramid';
9
+ };
10
+ export type FenceSlotId = 'posts' | 'infill' | 'base' | 'rail';
11
+ export type FenceSlotParts = Record<FenceSlotId, FencePart[]>;
12
+ /**
13
+ * Geometry split by paint slot — posts, infill, base, rail — each a separate
14
+ * merged BufferGeometry (empty ones included) so the fence renderer can give
15
+ * each its own material + `userData.slotId`. Slots match the panel's build
16
+ * options 1:1.
17
+ */
18
+ export declare function generateFenceSlotGeometries(fence: FenceNode): Record<FenceSlotId, THREE.BufferGeometry>;
19
+ export declare function generateFenceGeometry(fence: FenceNode): THREE.BufferGeometry<THREE.NormalBufferAttributes, THREE.BufferGeometryEventMap>;
1
20
  export declare const FenceSystem: () => null;
21
+ export {};
2
22
  //# sourceMappingURL=fence-system.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"fence-system.d.ts","sourceRoot":"","sources":["../../../src/systems/fence/fence-system.tsx"],"names":[],"mappings":"AA+QA,eAAO,MAAM,WAAW,YAiBvB,CAAA"}
1
+ {"version":3,"file":"fence-system.d.ts","sourceRoot":"","sources":["../../../src/systems/fence/fence-system.tsx"],"names":[],"mappings":"AAAA,OAAO,EAEL,KAAK,SAAS,EAKf,MAAM,kBAAkB,CAAA;AAEzB,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAG9B,KAAK,SAAS,GAAG;IACf,QAAQ,CAAC,EAAE,KAAK,CAAC,cAAc,CAAA;IAC/B,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAClC,SAAS,CAAC,EAAE,MAAM,CAAA;IAClB,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;IAG/B,KAAK,CAAC,EAAE,KAAK,GAAG,SAAS,CAAA;CAC1B,CAAA;AAqPD,MAAM,MAAM,WAAW,GAAG,OAAO,GAAG,QAAQ,GAAG,MAAM,GAAG,MAAM,CAAA;AAE9D,MAAM,MAAM,cAAc,GAAG,MAAM,CAAC,WAAW,EAAE,SAAS,EAAE,CAAC,CAAA;AAsQ7D;;;;;GAKG;AACH,wBAAgB,2BAA2B,CACzC,KAAK,EAAE,SAAS,GACf,MAAM,CAAC,WAAW,EAAE,KAAK,CAAC,cAAc,CAAC,CAQ3C;AAED,wBAAgB,qBAAqB,CAAC,KAAK,EAAE,SAAS,oFAGrD;AAgBD,eAAO,MAAM,WAAW,YAiBvB,CAAA"}
@@ -1,10 +1,16 @@
1
- import { getWallCurveFrameAt, getWallCurveLength, sceneRegistry, useScene, } from '@pascal-app/core';
1
+ import { getFenceCenterlineFrameAt, getFenceCenterlineLength, sceneRegistry, useScene, } from '@pascal-app/core';
2
2
  import { useFrame } from '@react-three/fiber';
3
3
  import * as THREE from 'three';
4
4
  import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
5
5
  const MIN_CURVE_SEGMENT_LENGTH = 0.18;
6
+ const HORIZONTAL_FENCE_CURVE_SEGMENT_LENGTH = 0.2;
6
7
  function createFencePartGeometry(part) {
7
- const geometry = new THREE.BoxGeometry(1, 1, 1);
8
+ if (part.geometry) {
9
+ return part.geometry;
10
+ }
11
+ const geometry = part.shape === 'pyramid'
12
+ ? new THREE.ConeGeometry(0.5, 1, 4, 1, false, Math.PI / 4)
13
+ : new THREE.BoxGeometry(1, 1, 1);
8
14
  geometry.scale(part.scale[0], part.scale[1], part.scale[2]);
9
15
  if (part.rotationY) {
10
16
  geometry.rotateY(part.rotationY);
@@ -14,37 +20,79 @@ function createFencePartGeometry(part) {
14
20
  return geometry;
15
21
  }
16
22
  function getFencePointAt(fence, t) {
17
- const frame = getWallCurveFrameAt(fence, t);
23
+ const frame = getFenceCenterlineFrameAt(fence, t);
18
24
  return {
19
25
  point: frame.point,
20
26
  tangentAngle: Math.atan2(frame.tangent.y, frame.tangent.x),
21
27
  };
22
28
  }
23
- function createStraightFenceSpanPart(start, end, centerY, height, depth) {
24
- const dx = end[0] - start[0];
25
- const dz = end[1] - start[1];
26
- const length = Math.hypot(dx, dz);
27
- if (length <= 1e-4) {
29
+ function createFenceCurveBlockPart(fence, startT, endT, centerY, height, depth) {
30
+ if (endT - startT <= 1e-5)
28
31
  return null;
32
+ const halfHeight = height / 2;
33
+ const halfDepth = depth / 2;
34
+ const centerlineLength = getFenceCenterlineLength(fence);
35
+ const startDistance = startT * centerlineLength;
36
+ const endDistance = endT * centerlineLength;
37
+ const bottomY = centerY - halfHeight;
38
+ const topY = centerY + halfHeight;
39
+ const corners = [];
40
+ for (const t of [startT, endT]) {
41
+ const frame = getFencePointAt(fence, t);
42
+ const normalX = -Math.sin(frame.tangentAngle);
43
+ const normalZ = Math.cos(frame.tangentAngle);
44
+ const outerX = frame.point.x + normalX * halfDepth;
45
+ const outerZ = frame.point.y + normalZ * halfDepth;
46
+ const innerX = frame.point.x - normalX * halfDepth;
47
+ const innerZ = frame.point.y - normalZ * halfDepth;
48
+ corners.push([outerX, bottomY, outerZ], [innerX, bottomY, innerZ], [outerX, topY, outerZ], [innerX, topY, innerZ]);
29
49
  }
50
+ const positions = [];
51
+ const uvs = [];
52
+ const pushVertex = (index, uv) => {
53
+ positions.push(...corners[index]);
54
+ uvs.push(...uv);
55
+ };
56
+ const pushQuad = (a, b, c, d, uvA, uvB, uvC, uvD) => {
57
+ pushVertex(a, uvA);
58
+ pushVertex(b, uvB);
59
+ pushVertex(c, uvC);
60
+ pushVertex(a, uvA);
61
+ pushVertex(c, uvC);
62
+ pushVertex(d, uvD);
63
+ };
64
+ const topOuterV = topY;
65
+ const topInnerV = topY + depth;
66
+ const innerTopV = topInnerV;
67
+ const innerBottomV = topInnerV + height;
68
+ const bottomInnerV = bottomY - depth;
69
+ pushQuad(0, 4, 6, 2, [startDistance, bottomY], [endDistance, bottomY], [endDistance, topY], [startDistance, topY]);
70
+ pushQuad(1, 3, 7, 5, [startDistance, innerBottomV], [startDistance, innerTopV], [endDistance, innerTopV], [endDistance, innerBottomV]);
71
+ pushQuad(2, 6, 7, 3, [startDistance, topOuterV], [endDistance, topOuterV], [endDistance, topInnerV], [startDistance, topInnerV]);
72
+ pushQuad(0, 1, 5, 4, [startDistance, bottomY], [startDistance, bottomInnerV], [endDistance, bottomInnerV], [endDistance, bottomY]);
73
+ pushQuad(0, 2, 3, 1, [0, bottomY], [0, topY], [depth, innerTopV], [depth, innerBottomV]);
74
+ pushQuad(4, 5, 7, 6, [0, bottomY], [depth, innerBottomV], [depth, innerTopV], [0, topY]);
75
+ const geometry = new THREE.BufferGeometry();
76
+ geometry.setAttribute('position', new THREE.Float32BufferAttribute(new Float32Array(positions), 3));
77
+ geometry.setAttribute('uv', new THREE.Float32BufferAttribute(new Float32Array(uvs), 2));
78
+ geometry.setAttribute('uv2', new THREE.Float32BufferAttribute(new Float32Array(uvs), 2));
79
+ geometry.computeVertexNormals();
30
80
  return {
31
- position: [(start[0] + end[0]) / 2, centerY, (start[1] + end[1]) / 2],
32
- rotationY: -Math.atan2(dz, dx),
33
- scale: [length, height, depth],
81
+ geometry,
82
+ position: [0, 0, 0],
83
+ scale: [1, 1, 1],
34
84
  };
35
85
  }
36
- function createFenceCurveSpanParts(fence, startT, endT, centerY, height, depth) {
86
+ function createFenceCurveBlockParts(fence, startT, endT, centerY, height, depth, maxSegmentLength = MIN_CURVE_SEGMENT_LENGTH) {
87
+ const length = getFenceCenterlineLength(fence) * Math.max(1e-4, endT - startT);
88
+ const segmentCount = Math.max(1, Math.ceil(length / Math.max(1e-4, maxSegmentLength)));
37
89
  const parts = [];
38
- const frameCount = Math.max(1, Math.ceil((getWallCurveLength(fence) * Math.max(1e-4, endT - startT)) / MIN_CURVE_SEGMENT_LENGTH));
39
- let previous = getFencePointAt(fence, startT);
40
- for (let index = 1; index <= frameCount; index += 1) {
41
- const t = startT + (endT - startT) * (index / frameCount);
42
- const current = getFencePointAt(fence, t);
43
- const segment = createStraightFenceSpanPart([previous.point.x, previous.point.y], [current.point.x, current.point.y], centerY, height, depth);
44
- if (segment) {
45
- parts.push(segment);
46
- }
47
- previous = current;
90
+ for (let index = 0; index < segmentCount; index += 1) {
91
+ const segmentStartT = startT + (endT - startT) * (index / segmentCount);
92
+ const segmentEndT = startT + (endT - startT) * ((index + 1) / segmentCount);
93
+ const part = createFenceCurveBlockPart(fence, segmentStartT, segmentEndT, centerY, height, depth);
94
+ if (part)
95
+ parts.push(part);
48
96
  }
49
97
  return parts;
50
98
  }
@@ -53,15 +101,13 @@ function applyFenceUVs(geometry) {
53
101
  const normal = geometry.getAttribute('normal');
54
102
  if (!(position && normal))
55
103
  return;
104
+ // World-scale triplanar UVs: 1 UV unit = 1 metre, sampled from the part's
105
+ // local-space (already translated into fence space) coordinates with NO
106
+ // per-part origin shift. A shared origin keeps a tiled finish continuous
107
+ // across posts, rails, and infill instead of restarting the tile at each
108
+ // part's own min corner (the previous behaviour, which broke the 1 m
109
+ // contract and made adjacent parts mistile).
56
110
  const uvs = new Float32Array(position.count * 2);
57
- let minX = Number.POSITIVE_INFINITY;
58
- let minY = Number.POSITIVE_INFINITY;
59
- let minZ = Number.POSITIVE_INFINITY;
60
- for (let index = 0; index < position.count; index += 1) {
61
- minX = Math.min(minX, position.getX(index));
62
- minY = Math.min(minY, position.getY(index));
63
- minZ = Math.min(minZ, position.getZ(index));
64
- }
65
111
  for (let index = 0; index < position.count; index += 1) {
66
112
  const px = position.getX(index);
67
113
  const py = position.getY(index);
@@ -72,16 +118,16 @@ function applyFenceUVs(geometry) {
72
118
  let u = 0;
73
119
  let v = 0;
74
120
  if (ny >= nx && ny >= nz) {
75
- u = px - minX;
76
- v = pz - minZ;
121
+ u = px;
122
+ v = pz;
77
123
  }
78
124
  else if (nx >= nz) {
79
- u = pz - minZ;
80
- v = py - minY;
125
+ u = pz;
126
+ v = py;
81
127
  }
82
128
  else {
83
- u = px - minX;
84
- v = py - minY;
129
+ u = px;
130
+ v = py;
85
131
  }
86
132
  uvs[index * 2] = u;
87
133
  uvs[index * 2 + 1] = v;
@@ -98,9 +144,104 @@ function getStyleDefaults(style) {
98
144
  }
99
145
  return { spacingFactor: 0.3, postFactor: 0.55, baseFactor: 1, topFactor: 0.75 };
100
146
  }
147
+ /**
148
+ * Horizontal-board fence — composite cladding boards stacked between square
149
+ * intermediate posts (each capped), instead of the vertical pickets the other
150
+ * styles draw. Posts march along the whole span at `postSpacing` (not just the
151
+ * two ends), the boards run full-length so they curve with the fence, and a
152
+ * thin reveal between boards leaves the groove shadow that reads as cladding.
153
+ */
154
+ function createHorizontalFenceParts(fence) {
155
+ const posts = [];
156
+ const infill = [];
157
+ const base = [];
158
+ const rail = [];
159
+ const length = Math.max(getFenceCenterlineLength(fence), 0.01);
160
+ const panelDepth = Math.max(fence.thickness, 0.03);
161
+ const clearance = Math.max(fence.groundClearance, 0);
162
+ const isFloating = fence.baseStyle === 'floating';
163
+ const showInfill = fence.showInfill ?? true;
164
+ const baseHeight = Math.max(fence.baseHeight, 0.04);
165
+ const topRailHeight = Math.max(fence.topRailHeight, 0.01);
166
+ const verticalHeight = Math.max(fence.height - baseHeight - topRailHeight, 0.08);
167
+ const baseY = isFloating ? clearance : 0;
168
+ // Square posts stand proud of the recessed boards on both faces.
169
+ const postWidth = Math.max(fence.postSize * 1.4, 0.04);
170
+ const postDepth = postWidth;
171
+ const boardDepth = Math.min(panelDepth, postDepth - 0.012);
172
+ // Stop the horizontal boards / base / rail at the inner faces of the
173
+ // end posts. Letting curved spans run all the way to t=0/1 makes them
174
+ // overlap the terminal post mesh and creates the broken seam/notch seen
175
+ // at curve ends.
176
+ const edgeInset = Math.max(fence.edgeInset ?? 0.015, postWidth * 0.5);
177
+ const startInsetT = Math.min(0.499, edgeInset / length);
178
+ const endInsetT = Math.max(0.501, 1 - edgeInset / length);
179
+ // Grounded fences get a kickboard along the bottom; floating ones don't.
180
+ if (!isFloating) {
181
+ base.push(...createFenceCurveBlockParts(fence, startInsetT, endInsetT, baseY + baseHeight / 2, baseHeight, postDepth * 0.92, HORIZONTAL_FENCE_CURVE_SEGMENT_LENGTH));
182
+ }
183
+ // Stack full-length boards between the kickboard and the top rail. The board
184
+ // height is derived to evenly fill the panel around a ~0.145 m target, with a
185
+ // constant reveal between each so the count adapts to any fence height.
186
+ if (showInfill) {
187
+ const reveal = Math.max(fence.slatGap ?? 0.01, 0);
188
+ const infillBottom = baseY + baseHeight;
189
+ if (reveal < 0.002) {
190
+ // No reveal → one flush panel, so the stacked-board edge seams don't
191
+ // read as faint lines where the user asked for a smooth surface.
192
+ infill.push(...createFenceCurveBlockParts(fence, startInsetT, endInsetT, infillBottom + verticalHeight / 2, verticalHeight, boardDepth, HORIZONTAL_FENCE_CURVE_SEGMENT_LENGTH));
193
+ }
194
+ else {
195
+ const boardCount = Math.max(1, Math.round(verticalHeight / (0.145 + reveal)));
196
+ const slabHeight = Math.max((verticalHeight - reveal * (boardCount - 1)) / boardCount, 0.02);
197
+ for (let index = 0; index < boardCount; index += 1) {
198
+ const centerY = infillBottom + slabHeight / 2 + index * (slabHeight + reveal);
199
+ infill.push(...createFenceCurveBlockParts(fence, startInsetT, endInsetT, centerY, slabHeight, boardDepth, HORIZONTAL_FENCE_CURVE_SEGMENT_LENGTH));
200
+ }
201
+ }
202
+ }
203
+ // Top rail caps the boards.
204
+ rail.push(...createFenceCurveBlockParts(fence, startInsetT, endInsetT, baseY + baseHeight + verticalHeight + topRailHeight / 2, topRailHeight, Math.max(postDepth * 0.78, 0.02), HORIZONTAL_FENCE_CURVE_SEGMENT_LENGTH));
205
+ // Posts at every `postSpacing`, anchored at both ends, each with a flat cap.
206
+ const spacing = Math.max(fence.postSpacing, postWidth * 1.4);
207
+ const postCount = Math.max(2, Math.floor(length / spacing) + 1);
208
+ const postHeight = baseHeight + verticalHeight + topRailHeight + clearance;
209
+ const capHeight = Math.max(postWidth * 0.32, 0.03);
210
+ const cap = fence.postCap ?? 'pyramid';
211
+ for (let index = 0; index < postCount; index += 1) {
212
+ const t = postCount === 1 ? 0.5 : index / (postCount - 1);
213
+ const frame = getFencePointAt(fence, t);
214
+ posts.push({
215
+ position: [frame.point.x, postHeight / 2, frame.point.y],
216
+ rotationY: -frame.tangentAngle,
217
+ scale: [postWidth, postHeight, postDepth],
218
+ });
219
+ if (cap === 'flat') {
220
+ posts.push({
221
+ position: [frame.point.x, postHeight + capHeight / 2, frame.point.y],
222
+ rotationY: -frame.tangentAngle,
223
+ scale: [postWidth * 1.22, capHeight, postDepth * 1.22],
224
+ });
225
+ }
226
+ else if (cap === 'pyramid') {
227
+ posts.push({
228
+ position: [frame.point.x, postHeight + capHeight * 0.9, frame.point.y],
229
+ rotationY: -frame.tangentAngle,
230
+ scale: [postWidth * 1.18, capHeight * 1.8, postDepth * 1.18],
231
+ shape: 'pyramid',
232
+ });
233
+ }
234
+ }
235
+ return { posts, infill, base, rail };
236
+ }
101
237
  function createFenceParts(fence) {
102
- const parts = [];
103
- const length = Math.max(getWallCurveLength(fence), 0.01);
238
+ if (fence.style === 'horizontal')
239
+ return createHorizontalFenceParts(fence);
240
+ const posts = [];
241
+ const infill = [];
242
+ const base = [];
243
+ const rail = [];
244
+ const length = Math.max(getFenceCenterlineLength(fence), 0.01);
104
245
  const panelDepth = Math.max(fence.thickness, 0.03);
105
246
  const clearance = Math.max(fence.groundClearance, 0);
106
247
  const styleDefaults = getStyleDefaults(fence.style);
@@ -111,41 +252,53 @@ function createFenceParts(fence) {
111
252
  const spacing = Math.max(fence.postSpacing * styleDefaults.spacingFactor, postWidth * 1.2);
112
253
  const edgeInset = Math.max(fence.edgeInset ?? 0.015, 0.005);
113
254
  const isFloating = fence.baseStyle === 'floating';
255
+ const showInfill = fence.showInfill ?? true;
114
256
  const baseY = isFloating ? clearance : 0;
115
257
  const effectiveBaseHeight = baseHeight;
116
258
  const startInsetT = Math.min(0.499, edgeInset / length);
117
259
  const endInsetT = Math.max(0.501, 1 - edgeInset / length);
118
260
  if (!isFloating) {
119
- parts.push(...createFenceCurveSpanParts(fence, 0, 1, baseY + effectiveBaseHeight / 2, effectiveBaseHeight, panelDepth * 1.05));
120
- parts.push(...createFenceCurveSpanParts(fence, 0, 1, baseY + effectiveBaseHeight + verticalHeight * 0.15, topRailHeight * 0.8, panelDepth * 0.35));
261
+ base.push(...createFenceCurveBlockParts(fence, 0, 1, baseY + effectiveBaseHeight / 2, effectiveBaseHeight, panelDepth * 1.05));
262
+ base.push(...createFenceCurveBlockParts(fence, 0, 1, baseY + effectiveBaseHeight + verticalHeight * 0.15, topRailHeight * 0.8, panelDepth * 0.35));
121
263
  }
122
- const count = Math.max(2, Math.floor((length - edgeInset * 2) / spacing) + 1);
264
+ const count = showInfill ? Math.max(2, Math.floor((length - edgeInset * 2) / spacing) + 1) : 2;
123
265
  const verticalY = baseY + effectiveBaseHeight + verticalHeight / 2;
124
266
  for (let index = 0; index < count; index += 1) {
125
267
  const t = count === 1 ? 0.5 : startInsetT + (endInsetT - startInsetT) * (index / (count - 1));
126
- const frame = getFencePointAt(fence, t);
127
268
  const isEdgePost = index === 0 || index === count - 1;
128
- const postHeight = isFloating && isEdgePost
269
+ const fullHeightPost = !showInfill || (isFloating && isEdgePost);
270
+ const postHeight = fullHeightPost
129
271
  ? effectiveBaseHeight + verticalHeight + topRailHeight + clearance
130
272
  : verticalHeight;
131
- const postY = isFloating && isEdgePost ? postHeight / 2 : verticalY;
132
- parts.push({
133
- position: [frame.point.x, postY, frame.point.y],
134
- rotationY: -frame.tangentAngle,
135
- scale: [postWidth, postHeight, Math.max(panelDepth * 0.35, 0.012)],
136
- });
273
+ const postY = fullHeightPost ? postHeight / 2 : verticalY;
274
+ // End posts are the structural `posts` slot; the intermediate verticals are
275
+ // the `infill` slats (only present when showInfill adds them).
276
+ const slatHalfT = Math.max(0.0005, postWidth / (2 * length));
277
+ const slatStartT = Math.max(0, t - slatHalfT);
278
+ const slatEndT = Math.min(1, t + slatHalfT);
279
+ const slat = createFenceCurveBlockPart(fence, slatStartT, slatEndT, postY, postHeight, Math.max(panelDepth * 0.35 - 0.001, 0.011));
280
+ if (slat) {
281
+ ;
282
+ (isEdgePost ? posts : infill).push(slat);
283
+ }
137
284
  }
138
- parts.push(...createFenceCurveSpanParts(fence, 0, 1, baseY + effectiveBaseHeight + verticalHeight + topRailHeight / 2, topRailHeight, Math.max(panelDepth * 0.55, 0.018)));
285
+ rail.push(...createFenceCurveBlockParts(fence, 0, 1, baseY + effectiveBaseHeight + verticalHeight + topRailHeight / 2, topRailHeight, Math.max(panelDepth * 0.55, 0.018)));
139
286
  if (isFloating) {
140
- parts.push(...createFenceCurveSpanParts(fence, 0, 1, baseY + effectiveBaseHeight + topRailHeight / 2, topRailHeight, Math.max(panelDepth * 0.55, 0.018)));
287
+ rail.push(...createFenceCurveBlockParts(fence, 0, 1, baseY + effectiveBaseHeight + topRailHeight / 2, topRailHeight, Math.max(panelDepth * 0.55, 0.018)));
141
288
  }
142
- return parts;
289
+ return { posts, infill, base, rail };
143
290
  }
144
- function generateFenceGeometry(fence) {
145
- const parts = createFenceParts(fence);
291
+ function mergeFenceParts(parts) {
292
+ // An empty slot group (e.g. infill with showInfill off, or base on a floating
293
+ // fence) must not reach mergeGeometries — it throws on an empty array. The
294
+ // empty geometry has no position attribute, so the renderer skips its mesh.
295
+ if (parts.length === 0)
296
+ return new THREE.BufferGeometry();
146
297
  const geometries = parts.map(createFencePartGeometry);
147
298
  const merged = mergeGeometries(geometries, false) ?? new THREE.BufferGeometry();
148
- geometries.forEach((geometry) => geometry.dispose());
299
+ geometries.forEach((geometry) => {
300
+ geometry.dispose();
301
+ });
149
302
  const mergedUv = merged.getAttribute('uv');
150
303
  if (mergedUv) {
151
304
  merged.setAttribute('uv2', new THREE.Float32BufferAttribute(Array.from(mergedUv.array), 2));
@@ -153,9 +306,28 @@ function generateFenceGeometry(fence) {
153
306
  merged.computeVertexNormals();
154
307
  return merged;
155
308
  }
309
+ /**
310
+ * Geometry split by paint slot — posts, infill, base, rail — each a separate
311
+ * merged BufferGeometry (empty ones included) so the fence renderer can give
312
+ * each its own material + `userData.slotId`. Slots match the panel's build
313
+ * options 1:1.
314
+ */
315
+ export function generateFenceSlotGeometries(fence) {
316
+ const parts = createFenceParts(fence);
317
+ return {
318
+ posts: mergeFenceParts(parts.posts),
319
+ infill: mergeFenceParts(parts.infill),
320
+ base: mergeFenceParts(parts.base),
321
+ rail: mergeFenceParts(parts.rail),
322
+ };
323
+ }
324
+ export function generateFenceGeometry(fence) {
325
+ const { posts, infill, base, rail } = createFenceParts(fence);
326
+ return mergeFenceParts([...posts, ...infill, ...base, ...rail]);
327
+ }
156
328
  function updateFenceGeometry(fenceId) {
157
329
  const node = useScene.getState().nodes[fenceId];
158
- if (!node || node.type !== 'fence')
330
+ if (node?.type !== 'fence')
159
331
  return;
160
332
  const mesh = sceneRegistry.nodes.get(fenceId);
161
333
  if (!mesh)
@@ -175,7 +347,7 @@ export const FenceSystem = () => {
175
347
  const nodes = useScene.getState().nodes;
176
348
  dirtyNodes.forEach((id) => {
177
349
  const node = nodes[id];
178
- if (!node || node.type !== 'fence')
350
+ if (node?.type !== 'fence')
179
351
  return;
180
352
  updateFenceGeometry(id);
181
353
  clearDirty(id);
@@ -0,0 +1,20 @@
1
+ /**
2
+ * Generic floor-elevation system.
3
+ *
4
+ * Walks `dirtyNodes` and, for any kind that declares
5
+ * `capabilities.floorPlaced`, lifts the registered mesh's Y by whatever
6
+ * slab the footprint overlaps. Items / shelves / etc. that sit directly
7
+ * on a level pick this up automatically — no per-kind elevation logic.
8
+ *
9
+ * Skips nodes whose parent is not a level (items hosted on shelves /
10
+ * tables inherit Y from the parent group), and respects
11
+ * `floorPlaced.applies` so items with `asset.attachTo` (wall / ceiling
12
+ * mounted) are left alone.
13
+ *
14
+ * Runs at priority 1 — before the priority-2 systems (`GeometrySystem`,
15
+ * `ItemSystem`) so the dirty mark survives long enough for those to do
16
+ * their own work. Kinds with no geometry/system have no downstream dirty
17
+ * consumer, so this system clears their dirty mark after applying the lift.
18
+ */
19
+ export declare const FloorElevationSystem: () => null;
20
+ //# sourceMappingURL=floor-elevation-system.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"floor-elevation-system.d.ts","sourceRoot":"","sources":["../../../src/systems/floor-elevation/floor-elevation-system.tsx"],"names":[],"mappings":"AAwCA;;;;;;;;;;;;;;;;;GAiBG;AACH,eAAO,MAAM,oBAAoB,YA6ChC,CAAA"}
@@ -0,0 +1,78 @@
1
+ import { getEffectiveNode, getFloorStackedPosition, nodeRegistry, sceneRegistry, useLiveTransforms, useScene, } from '@pascal-app/core';
2
+ import { useFrame } from '@react-three/fiber';
3
+ function withLiveTransform(node, id) {
4
+ const liveTransform = useLiveTransforms.getState().get(id);
5
+ if (!liveTransform)
6
+ return node;
7
+ const currentRotation = node.rotation;
8
+ const rotation = Array.isArray(currentRotation)
9
+ ? [currentRotation[0] ?? 0, liveTransform.rotation, currentRotation[2] ?? 0]
10
+ : typeof currentRotation === 'number'
11
+ ? liveTransform.rotation
12
+ : currentRotation;
13
+ return {
14
+ ...node,
15
+ position: liveTransform.position,
16
+ ...(rotation !== undefined ? { rotation } : {}),
17
+ };
18
+ }
19
+ /**
20
+ * Generic floor-elevation system.
21
+ *
22
+ * Walks `dirtyNodes` and, for any kind that declares
23
+ * `capabilities.floorPlaced`, lifts the registered mesh's Y by whatever
24
+ * slab the footprint overlaps. Items / shelves / etc. that sit directly
25
+ * on a level pick this up automatically — no per-kind elevation logic.
26
+ *
27
+ * Skips nodes whose parent is not a level (items hosted on shelves /
28
+ * tables inherit Y from the parent group), and respects
29
+ * `floorPlaced.applies` so items with `asset.attachTo` (wall / ceiling
30
+ * mounted) are left alone.
31
+ *
32
+ * Runs at priority 1 — before the priority-2 systems (`GeometrySystem`,
33
+ * `ItemSystem`) so the dirty mark survives long enough for those to do
34
+ * their own work. Kinds with no geometry/system have no downstream dirty
35
+ * consumer, so this system clears their dirty mark after applying the lift.
36
+ */
37
+ export const FloorElevationSystem = () => {
38
+ const dirtyNodes = useScene((s) => s.dirtyNodes);
39
+ const clearDirty = useScene((s) => s.clearDirty);
40
+ useFrame(() => {
41
+ if (dirtyNodes.size === 0)
42
+ return;
43
+ const nodes = useScene.getState().nodes;
44
+ dirtyNodes.forEach((id) => {
45
+ const node = nodes[id];
46
+ if (!node)
47
+ return;
48
+ const def = nodeRegistry.get(node.type);
49
+ const floorPlaced = def?.capabilities?.floorPlaced;
50
+ if (!floorPlaced)
51
+ return;
52
+ const mesh = sceneRegistry.nodes.get(id);
53
+ if (!mesh)
54
+ return;
55
+ const effectiveNode = withLiveTransform(getEffectiveNode(node), id);
56
+ const position = effectiveNode.position;
57
+ if (!position)
58
+ return;
59
+ // This system is the single drag-time authority for floor-stack mesh Y:
60
+ // tools publish base positions to live stores, renderers may
61
+ // reconcile that base Y onto the group, then this presentation system
62
+ // reapplies the resolver-derived visual Y before render. Because the
63
+ // override/store position remains base-height, the slab lift is never
64
+ // committed or applied twice.
65
+ const resolverNodes = effectiveNode === node ? nodes : { ...nodes, [effectiveNode.id]: effectiveNode };
66
+ const visualPosition = getFloorStackedPosition({
67
+ node: effectiveNode,
68
+ nodes: resolverNodes,
69
+ position,
70
+ });
71
+ mesh.position.y = visualPosition[1];
72
+ if (!(def.geometry || def.system)) {
73
+ clearDirty(id);
74
+ }
75
+ });
76
+ }, 1);
77
+ return null;
78
+ };
@@ -0,0 +1,41 @@
1
+ import { type Group, type Object3D } from 'three';
2
+ /**
3
+ * Generic geometry system.
4
+ *
5
+ * For every node in `dirtyNodes` whose definition exposes `def.geometry`,
6
+ * this system:
7
+ * 1. Looks up the registered `Group` from `sceneRegistry` (mounted by the
8
+ * framework's `<ParametricNodeRenderer>`, or a custom renderer that
9
+ * opts into the same mount contract).
10
+ * 2. Builds a `GeometryContext` from the current scene snapshot.
11
+ * 3. Calls `def.geometry(node, ctx)` to get the new `Object3D`.
12
+ * 4. Disposes the registered group's existing children + their geometries
13
+ * and materials.
14
+ * 5. Reparents the returned object's children onto the registered group.
15
+ * 6. Clears the dirty flag.
16
+ *
17
+ * This is the "no per-kind system needed" path documented in
18
+ * `wiki/architecture/node-definitions.md`. A kind that only rebuilds on
19
+ * dirty (shelf, item, fence segment, etc.) ships nothing more than a pure
20
+ * `geometry` function — no `renderer.tsx`, no `system.tsx`.
21
+ *
22
+ * Kinds with `def.system` declared run their own systems *in addition* to
23
+ * this one — animation + cascade + named-mesh material poking stay
24
+ * kind-specific.
25
+ *
26
+ * Frame priority 2 mirrors the per-kind shelf system it replaces. Door
27
+ * animation systems run at priority 2 today too, marking dirty so the
28
+ * geometry rebuild lands at priority 3-4 next frame. Door/window/wall
29
+ * still have their own systems (they need cross-cutting work this system
30
+ * doesn't cover) — they coexist; this system only acts on kinds that
31
+ * declare `def.geometry`.
32
+ */
33
+ export declare const GeometrySystem: () => null;
34
+ export default GeometrySystem;
35
+ export type GeometryBuildCacheEntry = {
36
+ group: Group;
37
+ key: string;
38
+ };
39
+ export declare function markGeometryBuildOutput(child: Object3D): void;
40
+ export declare function shouldReuseGeometryBuild(cache: Map<string, GeometryBuildCacheEntry>, id: string, group: Group, key: string): boolean;
41
+ //# sourceMappingURL=geometry-system.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"geometry-system.d.ts","sourceRoot":"","sources":["../../../src/systems/geometry/geometry-system.tsx"],"names":[],"mappings":"AAeA,OAAO,EAAa,KAAK,KAAK,EAA4B,KAAK,QAAQ,EAAE,MAAM,OAAO,CAAA;AAQtF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,eAAO,MAAM,cAAc,YA8L1B,CAAA;AAmJD,eAAe,cAAc,CAAA;AAE7B,MAAM,MAAM,uBAAuB,GAAG;IACpC,KAAK,EAAE,KAAK,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;CACZ,CAAA;AAED,wBAAgB,uBAAuB,CAAC,KAAK,EAAE,QAAQ,GAAG,IAAI,CAU7D;AAED,wBAAgB,wBAAwB,CACtC,KAAK,EAAE,GAAG,CAAC,MAAM,EAAE,uBAAuB,CAAC,EAC3C,EAAE,EAAE,MAAM,EACV,KAAK,EAAE,KAAK,EACZ,GAAG,EAAE,MAAM,GACV,OAAO,CAKT"}