156 lines
4.4 KiB
TypeScript
156 lines
4.4 KiB
TypeScript
import { useFrame } from '@react-three/fiber'
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import * as THREE from 'three'
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import { sceneRegistry } from '../../hooks/scene-registry/scene-registry'
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import type { AnyNodeId, SlabNode } from '../../schema'
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import useScene from '../../store/use-scene'
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// ============================================================================
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// SLAB SYSTEM
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// ============================================================================
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export const SlabSystem = () => {
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const dirtyNodes = useScene((state) => state.dirtyNodes)
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const clearDirty = useScene((state) => state.clearDirty)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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const nodes = useScene.getState().nodes
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// Process dirty slabs
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dirtyNodes.forEach((id) => {
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const node = nodes[id]
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if (!node || node.type !== 'slab') return
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const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh
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if (mesh) {
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updateSlabGeometry(node as SlabNode, mesh)
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clearDirty(id as AnyNodeId)
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}
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// If mesh not found, keep it dirty for next frame
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})
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}, 1)
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return null
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}
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/**
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* Updates the geometry for a single slab
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*/
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function updateSlabGeometry(node: SlabNode, mesh: THREE.Mesh) {
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const newGeo = generateSlabGeometry(node)
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mesh.geometry.dispose()
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mesh.geometry = newGeo
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}
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/** Half of default wall thickness — used to extend slab geometry under walls */
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const SLAB_OUTSET = 0.05
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/**
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* Expand a polygon outward by a uniform distance.
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* Offsets each edge outward then intersects consecutive offset edges.
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*/
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function outsetPolygon(polygon: Array<[number, number]>, amount: number): Array<[number, number]> {
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const n = polygon.length
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if (n < 3) return polygon
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// Determine winding via signed area
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let area2 = 0
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for (let i = 0; i < n; i++) {
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const j = (i + 1) % n
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area2 += polygon[i]![0] * polygon[j]![1] - polygon[j]![0] * polygon[i]![1]
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}
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const s = area2 >= 0 ? 1 : -1
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// Offset each edge outward by amount
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const offEdges: Array<[number, number, number, number]> = []
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for (let i = 0; i < n; i++) {
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const j = (i + 1) % n
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const dx = polygon[j]![0] - polygon[i]![0]
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const dz = polygon[j]![1] - polygon[i]![1]
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const len = Math.sqrt(dx * dx + dz * dz)
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if (len < 1e-9) {
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offEdges.push([polygon[i]![0], polygon[i]![1], dx, dz])
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continue
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}
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const nx = (s * dz / len) * amount
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const nz = (s * -dx / len) * amount
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offEdges.push([polygon[i]![0] + nx, polygon[i]![1] + nz, dx, dz])
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}
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// Intersect consecutive offset edges to get new vertices
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const result: Array<[number, number]> = []
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for (let i = 0; i < n; i++) {
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const j = (i + 1) % n
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const [ax, az, adx, adz] = offEdges[i]!
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const [bx, bz, bdx, bdz] = offEdges[j]!
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const denom = adx * bdz - adz * bdx
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if (Math.abs(denom) < 1e-9) {
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// Parallel edges — use offset endpoint
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result.push([ax + adx, az + adz])
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} else {
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const t = ((bx - ax) * bdz - (bz - az) * bdx) / denom
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result.push([ax + t * adx, az + t * adz])
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}
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}
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return result
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}
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/**
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* Generates extruded slab geometry from polygon
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*/
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export function generateSlabGeometry(slabNode: SlabNode): THREE.BufferGeometry {
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const polygon = outsetPolygon(slabNode.polygon, SLAB_OUTSET)
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const elevation = slabNode.elevation ?? 0.05
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if (polygon.length < 3) {
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return new THREE.BufferGeometry()
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}
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// Create shape from polygon
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// Shape is in X-Y plane, we'll rotate to X-Z plane after extrusion
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const shape = new THREE.Shape()
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const firstPt = polygon[0]!
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// Negate Y (which becomes Z) to get correct orientation after rotation
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shape.moveTo(firstPt[0], -firstPt[1])
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for (let i = 1; i < polygon.length; i++) {
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const pt = polygon[i]!
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shape.lineTo(pt[0], -pt[1])
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}
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shape.closePath()
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// Add holes to the shape
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const holes = slabNode.holes || []
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for (const holePolygon of holes) {
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if (holePolygon.length < 3) continue
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const holePath = new THREE.Path()
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const holeFirstPt = holePolygon[0]!
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holePath.moveTo(holeFirstPt[0], -holeFirstPt[1])
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for (let i = 1; i < holePolygon.length; i++) {
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const pt = holePolygon[i]!
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holePath.lineTo(pt[0], -pt[1])
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}
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holePath.closePath()
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shape.holes.push(holePath)
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}
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// Extrude the shape by elevation
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const geometry = new THREE.ExtrudeGeometry(shape, {
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depth: elevation,
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bevelEnabled: false,
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})
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// Rotate so extrusion direction (Z) becomes height direction (Y)
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geometry.rotateX(-Math.PI / 2)
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geometry.computeVertexNormals()
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return geometry
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}
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