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Merge pull request #78 from simoleo89/pr/floor-editor-live-preview
feat(room): RoomMessageHandler.applyFloorModelLocally for live floor-plan editor preview
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@@ -2,11 +2,17 @@ import { AvatarGuideStatus, IConnection, IMessageEvent, IRoomCreator, IRoomObjec
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import { AreaHideMessageEvent, ConfInvisStateMessageEvent, DiceValueMessageEvent, FloorHeightMapEvent, FurnitureAliasesComposer, FurnitureAliasesEvent, FurnitureDataEvent, FurnitureFloorAddEvent, FurnitureFloorDataParser, FurnitureFloorEvent, FurnitureFloorRemoveEvent, FurnitureFloorUpdateEvent, FurnitureWallAddEvent, FurnitureWallDataParser, FurnitureWallEvent, FurnitureWallRemoveEvent, FurnitureWallUpdateEvent, GetCommunication, GetRoomEntryDataMessageComposer, GuideSessionEndedMessageEvent, GuideSessionErrorMessageEvent, GuideSessionStartedMessageEvent, IgnoreResultEvent, ItemDataUpdateMessageEvent, ObjectsDataUpdateEvent, ObjectsRollingEvent, OneWayDoorStatusMessageEvent, PetExperienceEvent, PetFigureUpdateEvent, RoomEntryTileMessageEvent, RoomEntryTileMessageParser, RoomHeightMapEvent, RoomHeightMapUpdateEvent, RoomPaintEvent, RoomReadyMessageEvent, RoomUnitChatEvent, RoomUnitChatShoutEvent, RoomUnitChatWhisperEvent, RoomUnitDanceEvent, RoomUnitEffectEvent, RoomUnitEvent, RoomUnitExpressionEvent, RoomUnitHandItemEvent, RoomUnitIdleEvent, RoomUnitInfoEvent, RoomUnitNumberEvent, RoomUnitRemoveEvent, RoomUnitStatusEvent, RoomUnitStatusMessage, RoomUnitTypingEvent, RoomVisualizationSettingsEvent, UserInfoEvent, WiredFurniMovementData, WiredMovementsEvent, WiredUserDirectionUpdateData, WiredUserMovementData, YouArePlayingGameEvent } from '@nitrots/communication';
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import { GetRoomSessionManager, GetSessionDataManager } from '@nitrots/session';
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import { Vector3d } from '@nitrots/utils';
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import { FloorHeightMapMessageParser } from '@nitrots/communication';
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import { GetRoomEngine } from './GetRoomEngine';
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import { RoomVariableEnum } from './RoomVariableEnum';
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import { ObjectRoomMapUpdateMessage } from './messages';
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import { RoomPlaneParser } from './object/RoomPlaneParser';
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import { FurnitureStackingHeightMap, LegacyWallGeometry } from './utils';
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// Local mirror of `RoomEngine.ROOM_OBJECT_ID` to avoid a circular
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// import between this handler and the engine that owns it.
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const ROOM_OWN_OBJECT_ID = -1;
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type AreaHideControllerState = {
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rootX: number;
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rootY: number;
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@@ -232,9 +238,117 @@ export class RoomMessageHandler
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if(!parser) return;
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const roomMap = this._rebuildFloorGeometry(parser);
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if(!roomMap) return;
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// Initial server-driven load: create the instance from
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// scratch. RoomEngine.createRoomInstance is a no-op when
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// the room already exists, so we never accidentally wipe
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// furniture/avatars on a re-enter.
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this._roomEngine.createRoomInstance(this._currentRoomId, roomMap);
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}
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/**
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* Apply a floor model to the ACTIVE room locally, without
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* touching the server. Drives the same `wallGeometry` +
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* `RoomPlaneParser` pipeline as the wire-driven path, then
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* routes the resulting `RoomMapData` through the room object's
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* `ObjectRoomMapUpdateMessage` channel — the same mechanism
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* `RoomPreviewer.updateRoomPlanes` uses. The visualization
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* rebuilds in place, so existing furniture and avatars are
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* preserved.
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*
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* Intended for tools that need a live in-room preview of a
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* floor edit before the user commits to a server save (e.g.
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* the React floor-plan editor's live-preview mode). The wire
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* `UpdateFloorPropertiesMessageComposer` is still the source
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* of truth — call this purely for transient client-side
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* preview, then send the composer separately when the user
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* confirms.
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*
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* @returns `true` if the floor was rebuilt; `false` if no
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* active room is bound, the engine isn't ready, or the
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* model string failed to parse.
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*/
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public applyFloorModelLocally(modelString: string, wallHeight: number, scale: boolean = true): boolean
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{
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if(!this._roomEngine || this._currentRoomId <= 0 || !modelString) return false;
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const parser = new FloorHeightMapMessageParser();
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parser.flush();
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if(!parser.parseModel(modelString, wallHeight, scale)) return false;
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const roomMap = this._rebuildFloorGeometry(parser);
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if(!roomMap) return false;
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const roomObject = this._roomEngine.getRoomObject(this._currentRoomId, ROOM_OWN_OBJECT_ID, RoomObjectCategory.ROOM);
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if(!roomObject) return false;
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roomObject.processUpdateMessage(new ObjectRoomMapUpdateMessage(roomMap));
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// Floor visualization is updated above. Without this second
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// step the FurnitureStackingHeightMap still reflects the
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// pre-edit floor, so the room thinks every newly-painted
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// tile is "blocked" and rejects furni placement on it.
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// Rebuild it from the same parser so the stacking-map and
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// the visual floor agree.
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this._rebuildFurnitureStackingMap(parser);
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return true;
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}
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private _rebuildFurnitureStackingMap(parser: FloorHeightMapMessageParser): void
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{
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if(!this._roomEngine) return;
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const width = parser.width;
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const height = parser.height;
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const heightMap = new FurnitureStackingHeightMap(width, height);
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const BLOCKED = FloorHeightMapMessageParser.TILE_BLOCKED;
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let y = 0;
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while(y < height)
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{
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let x = 0;
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while(x < width)
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{
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const tileHeight = parser.getHeight(x, y);
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const isRoomTile = (tileHeight !== BLOCKED);
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heightMap.setTileHeight(x, y, isRoomTile ? tileHeight : 0);
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heightMap.setStackingBlocked(x, y, false);
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heightMap.setIsRoomTile(x, y, isRoomTile);
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x++;
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}
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y++;
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}
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this._roomEngine.setFurnitureStackingHeightMap(this._currentRoomId, heightMap);
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this._roomEngine.refreshTileObjectMap(this._currentRoomId, 'RoomMessageHandler.applyFloorModelLocally');
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}
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/**
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* Shared body of `onRoomModelEvent` and
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* `applyFloorModelLocally`. Feeds the floor heightmap into
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* `_planeParser`, refreshes `wallGeometry`, and returns the
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* resulting `RoomMapData` (doors included). The caller decides
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* whether to seed a fresh room (initial enter) or update an
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* existing one (live preview).
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*/
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private _rebuildFloorGeometry(parser: FloorHeightMapMessageParser)
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{
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const wallGeometry = this._roomEngine.getLegacyWallGeometry(this._currentRoomId);
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if(!wallGeometry) return;
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if(!wallGeometry) return null;
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this._planeParser.reset();
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@@ -320,7 +434,7 @@ export class RoomMessageHandler
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dir: doorDirection
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});
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this._roomEngine.createRoomInstance(this._currentRoomId, roomMap);
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return roomMap;
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}
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private onRoomHeightMapEvent(event: RoomHeightMapEvent): void
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@@ -136,6 +136,12 @@ export class RoomPreviewer
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public updatePreviewModel(model: string, wallHeight: number, scale: boolean = true): void
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{
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// Defensive: dispose() nulls _planeParser, and React 19
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// StrictMode dev double-mount can leave a stale reference
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// briefly pointing at a disposed instance. Bail rather
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// than crashing with "cannot read property reset of null".
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if(!this._planeParser) return;
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const parser = new FloorHeightMapMessageParser();
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parser.flush();
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