The spatial-grid manager, scene-store subscriptions, and the viewer outliner's Object3D arrays are module-level singletons that previously lived for the whole page lifetime. When an app unmounted the Editor (e.g. navigating away from the 3D editor and back in an SPA host) they retained references to the disposed Three.js scene graph, which caused the app to freeze on re-entry as the stale data was replayed against a fresh scene. - initSpatialGridSync now returns the unsubscribe handle from its scene-store subscription so callers can detach it. - initializeEditorRuntime becomes reversible: it wires up the spatial grid, space detection and SFX bus on mount and returns a teardown closure that detaches both store subscriptions, clears the spatial grid manager, and truncates the viewer outliner's selected/hovered arrays in place. - The Editor component's runtime-init effect now returns that teardown, so the singletons are reset cleanly every time the Editor unmounts. - initSFXBus is now idempotent via an internal guard so repeated Editor mounts do not stack duplicate mitt listeners. Co-authored-by: Claude <noreply@anthropic.com>
163 lines
5.2 KiB
TypeScript
163 lines
5.2 KiB
TypeScript
import {
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type AnyNode,
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type AnyNodeId,
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getScaledDimensions,
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type ItemNode,
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type SlabNode,
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type WallNode,
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} from '../../schema'
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import useScene from '../../store/use-scene'
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import {
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itemOverlapsPolygon,
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spatialGridManager,
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wallOverlapsPolygon,
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} from './spatial-grid-manager'
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export function resolveLevelId(node: AnyNode, nodes: Record<string, AnyNode>): string {
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// If the node itself is a level
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if (node.type === 'level') return node.id
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// Walk up parent chain to find level
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// This assumes you track parentId or can derive it
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let current: AnyNode | undefined = node
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while (current) {
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if (current.type === 'level') return current.id
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// Find parent (you might need to add parentId to your schema or derive it)
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if (current.parentId) {
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current = nodes[current.parentId]
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} else {
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current = undefined
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}
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}
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return 'default' // fallback for orphaned items
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}
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// Call this once at app initialization. Returns an unsubscribe function that
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// detaches the scene-store listener (useful when the editor is unmounted so
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// the spatial grid singleton does not hold stale references to old scenes).
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export function initSpatialGridSync(): () => void {
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const store = useScene
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// 1. Initial sync - process all existing nodes
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const state = store.getState()
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for (const node of Object.values(state.nodes)) {
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const levelId = resolveLevelId(node, state.nodes)
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spatialGridManager.handleNodeCreated(node, levelId)
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}
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// 2. Then subscribe to future changes
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const markDirty = (id: AnyNodeId) => store.getState().markDirty(id)
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// Subscribe to all changes
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const unsubscribe = store.subscribe((state, prevState) => {
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// Detect added nodes
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for (const [id, node] of Object.entries(state.nodes)) {
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if (!prevState.nodes[id as AnyNode['id']]) {
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const levelId = resolveLevelId(node, state.nodes)
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spatialGridManager.handleNodeCreated(node, levelId)
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// When a slab is added, mark overlapping items/walls dirty
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if (node.type === 'slab') {
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markNodesOverlappingSlab(node as SlabNode, state.nodes, markDirty)
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}
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}
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}
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// Detect removed nodes
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for (const [id, node] of Object.entries(prevState.nodes)) {
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if (!state.nodes[id as AnyNode['id']]) {
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const levelId = resolveLevelId(node, prevState.nodes)
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spatialGridManager.handleNodeDeleted(id, node.type, levelId)
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// When a slab is removed, mark items/walls that were on it dirty (using current state)
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if (node.type === 'slab') {
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markNodesOverlappingSlab(node as SlabNode, state.nodes, markDirty)
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}
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}
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}
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// Detect updated nodes (items with position/rotation/parentId/side changes, slabs with polygon/elevation changes)
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for (const [id, node] of Object.entries(state.nodes)) {
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const prev = prevState.nodes[id as AnyNode['id']]
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if (!prev) continue
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if (node.type === 'item' && prev.type === 'item') {
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if (
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!(
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arraysEqual(node.position, prev.position) &&
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arraysEqual(node.rotation, prev.rotation) &&
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arraysEqual(node.scale, prev.scale)
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) ||
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node.parentId !== prev.parentId ||
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node.side !== prev.side
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) {
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const levelId = resolveLevelId(node, state.nodes)
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spatialGridManager.handleNodeUpdated(node, levelId)
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// Scale changes affect footprint size — mark dirty so slab elevation recalculates
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if (!arraysEqual(node.scale, prev.scale)) {
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markDirty(node.id)
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}
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}
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} else if (node.type === 'slab' && prev.type === 'slab') {
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if (
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node.polygon !== prev.polygon ||
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node.elevation !== prev.elevation ||
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node.holes !== prev.holes
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) {
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const levelId = resolveLevelId(node, state.nodes)
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spatialGridManager.handleNodeUpdated(node, levelId)
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// Mark nodes overlapping old polygon and new polygon as dirty
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markNodesOverlappingSlab(prev as SlabNode, state.nodes, markDirty)
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markNodesOverlappingSlab(node as SlabNode, state.nodes, markDirty)
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}
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}
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}
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})
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return unsubscribe
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}
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function arraysEqual(a: number[], b: number[]): boolean {
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return a.length === b.length && a.every((v, i) => v === b[i])
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}
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/**
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* Mark all floor items and walls that overlap a slab polygon as dirty.
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*/
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function markNodesOverlappingSlab(
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slab: SlabNode,
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nodes: Record<string, AnyNode>,
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markDirty: (id: AnyNodeId) => void,
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) {
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if (slab.polygon.length < 3) return
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const slabLevelId = resolveLevelId(slab, nodes)
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for (const node of Object.values(nodes)) {
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if (node.type === 'item') {
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const item = node as ItemNode
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// Only floor items are affected by slabs
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if (item.asset.attachTo) continue
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if (resolveLevelId(node, nodes) !== slabLevelId) continue
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if (
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itemOverlapsPolygon(
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item.position,
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getScaledDimensions(item),
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item.rotation,
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slab.polygon,
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0.01,
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)
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) {
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markDirty(node.id)
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}
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} else if (node.type === 'wall') {
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const wall = node as WallNode
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if (resolveLevelId(node, nodes) !== slabLevelId) continue
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if (wallOverlapsPolygon(wall.start, wall.end, slab.polygon)) {
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markDirty(node.id)
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}
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}
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}
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}
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