Wassim SAMAD 50304d7d10
Support template scans and room preset workflows (#390)
* Allow template forks to preserve scans

* Add room preset save trigger

* Show room preset action for selected zones

* Use standard inspector for selected zones

* Support room preset editor workflows

* Preview room clear-underneath items
2026-06-09 16:36:31 -04:00

156 lines
5.1 KiB
TypeScript

'use client'
import {
type CeilingNode,
getMaterialPresetByRef,
resolveMaterial,
useLiveTransforms,
useRegistry,
useScene,
} from '@pascal-app/core'
import {
createSurfaceRoleMaterial,
NodeRenderer,
resolveSurfaceColor,
useViewer,
} from '@pascal-app/viewer'
import { useEffect, useLayoutEffect, useMemo, useRef } from 'react'
import { float, mix, positionWorld, smoothstep } from 'three/tsl'
import { BackSide, FrontSide, type Mesh, MeshBasicNodeMaterial } from 'three/webgpu'
import { createPlaceholderGeometry } from '../shared/placeholder-geometry'
function createEmptyGeometry() {
return createPlaceholderGeometry()
}
const gridScale = 5
const gridX = positionWorld.x.mul(gridScale).fract()
const gridY = positionWorld.z.mul(gridScale).fract()
const lineWidth = 0.05
const lineX = smoothstep(lineWidth, 0, gridX).add(smoothstep(1.0 - lineWidth, 1.0, gridX))
const lineY = smoothstep(lineWidth, 0, gridY).add(smoothstep(1.0 - lineWidth, 1.0, gridY))
const gridPattern = lineX.max(lineY)
const gridOpacity = mix(float(0.2), float(0.6), gridPattern)
function createCeilingMaterials(color = '#999999') {
const topMaterial = new MeshBasicNodeMaterial({
color,
transparent: true,
depthWrite: false,
side: FrontSide,
})
topMaterial.opacityNode = gridOpacity
const bottomMaterial = new MeshBasicNodeMaterial({
color,
transparent: true,
side: BackSide,
})
return { topMaterial, bottomMaterial }
}
const ceilingMaterialCache = new Map<string, ReturnType<typeof createCeilingMaterials>>()
function getCeilingMaterials(color = '#999999') {
const cacheKey = color
const cached = ceilingMaterialCache.get(cacheKey)
if (cached) return cached
const materials = createCeilingMaterials(color)
ceilingMaterialCache.set(cacheKey, materials)
return materials
}
export const CeilingRenderer = ({ node }: { node: CeilingNode }) => {
const ref = useRef<Mesh>(null!)
const placeholderGeometry = useMemo(createEmptyGeometry, [])
const gridPlaceholderGeometry = useMemo(createEmptyGeometry, [])
useRegistry(node.id, 'ceiling', ref)
// Build the real geometry on mount instead of relying on a child item to
// mark us dirty (CeilingSystem only rebuilds dirty ceilings). Ceiling-hosted
// items are async GLB loads, so without this the ceiling holds its
// placeholder geometry until the first child finishes downloading — and a
// childless ceiling would never build at all. Mirrors WallRenderer /
// RoofRenderer.
useLayoutEffect(() => {
useScene.getState().markDirty(node.id)
}, [node.id])
const textures = useViewer((s) => s.textures)
const colorPreset = useViewer((s) => s.colorPreset)
const sceneTheme = useViewer((s) => s.sceneTheme)
const liveTransform = useLiveTransforms((s) => s.get(node.id))
const ceilingY = (node.height ?? 2.5) - 0.01 + (liveTransform?.position[1] ?? 0)
const position: [number, number, number] = [
liveTransform?.position[0] ?? 0,
ceilingY,
liveTransform?.position[2] ?? 0,
]
useEffect(
() => () => {
placeholderGeometry.dispose()
gridPlaceholderGeometry.dispose()
},
[gridPlaceholderGeometry, placeholderGeometry],
)
const materials = useMemo(() => {
// Untextured ceilings (and everything in textures-off mode) take the themed
// 'ceiling' role colour; only an explicit preset/material keeps a texture.
const hasExplicit = Boolean(node.materialPreset || node.material)
if (!textures || !hasExplicit) {
// Bottom (seen from inside the room, looking up) stays opaque so the
// ceiling reads as a solid surface. Top uses the transparent
// grid-pattern material so the ceiling stays see-through whenever
// the editor reveals the `ceiling-grid` overlay (placing a
// ceiling-hosted item, or selecting one of its children — e.g.
// after committing a placement). Without this the top mesh shipped
// an opaque surface-role material, so a top-down camera lost view
// of everything under the ceiling once the overlay turned on.
const ceilingColor = resolveSurfaceColor('ceiling', colorPreset, sceneTheme)
return {
topMaterial: getCeilingMaterials(ceilingColor).topMaterial,
bottomMaterial: createSurfaceRoleMaterial('ceiling', colorPreset, BackSide, sceneTheme),
}
}
const preset = getMaterialPresetByRef(node.materialPreset)
const props = preset?.mapProperties ?? resolveMaterial(node.material)
const color = props.color || '#999999'
return getCeilingMaterials(color)
}, [
textures,
colorPreset,
sceneTheme,
node.materialPreset,
node.material,
node.material?.preset,
node.material?.properties,
node.material?.texture,
])
return (
<mesh
geometry={placeholderGeometry}
material={materials.bottomMaterial}
position={position}
ref={ref}
>
<mesh
geometry={gridPlaceholderGeometry}
material={materials.topMaterial}
name="ceiling-grid"
scale={0}
visible={false}
/>
{(node.children ?? []).map((childId) => (
<NodeRenderer key={childId} nodeId={childId} />
))}
</mesh>
)
}
export default CeilingRenderer