Add Three.js 3D room renderer with interactive viewer
renderer.js: HouseRenderer class that loads house JSON and renders rooms as 3D geometry - walls with door/window cutouts, floors with material colors, translucent ceilings, orbit camera controls, room click selection and highlighting. index.html: Viewer page with sidebar showing floor switcher and room list with areas. Click rooms in 3D or sidebar to focus camera. Uses Three.js via CDN importmap (no build step needed).
This commit is contained in:
392
src/renderer.js
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392
src/renderer.js
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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const COLORS = {
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wall: {
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exterior: 0xe8e0d4,
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interior: 0xf5f0eb
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},
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floor: {
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tile: 0xc8beb0,
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hardwood: 0xb5894e
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},
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ceiling: 0xfaf8f5,
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door: 0x8b6914,
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window: 0x87ceeb,
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windowFrame: 0xd0d0d0,
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grid: 0xcccccc,
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selected: 0x4a90d9
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};
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export class HouseRenderer {
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constructor(container) {
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this.container = container;
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this.houseData = null;
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this.currentFloor = 0;
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this.roomMeshes = new Map();
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this.roomLabels = new Map();
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0xf0f0f0);
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this.camera = new THREE.PerspectiveCamera(
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50,
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container.clientWidth / container.clientHeight,
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0.1,
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100
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);
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this.camera.position.set(6, 12, 14);
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this.camera.lookAt(6, 0, 5);
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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this.renderer.setSize(container.clientWidth, container.clientHeight);
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this.renderer.setPixelRatio(window.devicePixelRatio);
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this.renderer.shadowMap.enabled = true;
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container.appendChild(this.renderer.domElement);
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this.controls = new OrbitControls(this.camera, this.renderer.domElement);
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this.controls.target.set(6, 0, 5);
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this.controls.enableDamping = true;
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this.controls.dampingFactor = 0.1;
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this.controls.update();
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this._addLights();
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this._addGround();
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this.raycaster = new THREE.Raycaster();
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this.mouse = new THREE.Vector2();
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this.renderer.domElement.addEventListener('click', (e) => this._onClick(e));
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window.addEventListener('resize', () => this._onResize());
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this._animate();
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}
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_addLights() {
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const ambient = new THREE.AmbientLight(0xffffff, 0.6);
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this.scene.add(ambient);
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const dir = new THREE.DirectionalLight(0xffffff, 0.8);
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dir.position.set(10, 15, 10);
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dir.castShadow = true;
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dir.shadow.mapSize.width = 2048;
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dir.shadow.mapSize.height = 2048;
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this.scene.add(dir);
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}
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_addGround() {
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const grid = new THREE.GridHelper(30, 30, COLORS.grid, COLORS.grid);
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grid.position.y = -0.01;
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this.scene.add(grid);
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}
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async loadHouse(url) {
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const res = await fetch(url);
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this.houseData = await res.json();
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this.showFloor(0);
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return this.houseData;
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}
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showFloor(index) {
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this.currentFloor = index;
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// Clear existing room meshes
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for (const group of this.roomMeshes.values()) {
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this.scene.remove(group);
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}
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this.roomMeshes.clear();
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this.roomLabels.clear();
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const floor = this.houseData.floors[index];
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if (!floor) return;
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for (const room of floor.rooms) {
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this._renderRoom(room, floor.ceilingHeight);
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}
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}
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_renderRoom(room, ceilingHeight) {
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const group = new THREE.Group();
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group.userData = { roomId: room.id, roomName: room.name };
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const { width, length } = room.dimensions;
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const { x, y } = room.position;
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// Map house coords: x -> Three.js x, y -> Three.js z
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group.position.set(x, 0, y);
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// Floor
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this._addFloor(group, width, length, room.flooring);
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// Ceiling (translucent)
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this._addCeiling(group, width, length, ceilingHeight);
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// Walls
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const wallDefs = [
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{ dir: 'south', axis: 'z', pos: 0, wallWidth: width, normal: [0, 0, -1], horizontal: true },
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{ dir: 'north', axis: 'z', pos: length, wallWidth: width, normal: [0, 0, 1], horizontal: true },
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{ dir: 'west', axis: 'x', pos: 0, wallWidth: length, normal: [-1, 0, 0], horizontal: false },
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{ dir: 'east', axis: 'x', pos: width, wallWidth: length, normal: [1, 0, 0], horizontal: false }
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];
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for (const wd of wallDefs) {
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const wallData = room.walls[wd.dir];
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if (!wallData) continue;
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this._addWall(group, wd, wallData, ceilingHeight);
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}
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this.scene.add(group);
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this.roomMeshes.set(room.id, group);
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}
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_addFloor(group, width, length, flooring) {
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const geo = new THREE.PlaneGeometry(width, length);
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const mat = new THREE.MeshStandardMaterial({
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color: COLORS.floor[flooring] || COLORS.floor.hardwood,
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roughness: 0.8
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});
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const mesh = new THREE.Mesh(geo, mat);
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mesh.rotation.x = -Math.PI / 2;
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mesh.position.set(width / 2, 0, length / 2);
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mesh.receiveShadow = true;
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group.add(mesh);
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}
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_addCeiling(group, width, length, height) {
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const geo = new THREE.PlaneGeometry(width, length);
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const mat = new THREE.MeshStandardMaterial({
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color: COLORS.ceiling,
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transparent: true,
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opacity: 0.3,
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side: THREE.DoubleSide
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});
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const mesh = new THREE.Mesh(geo, mat);
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mesh.rotation.x = Math.PI / 2;
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mesh.position.set(width / 2, height, length / 2);
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group.add(mesh);
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}
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_addWall(group, wallDef, wallData, ceilingHeight) {
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const thickness = 0.08;
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const wallColor = wallData.type === 'exterior' ? COLORS.wall.exterior : COLORS.wall.interior;
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const openings = [
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...(wallData.doors || []).map(d => ({ ...d, _kind: 'door', bottom: 0 })),
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...(wallData.windows || []).map(w => ({ ...w, _kind: 'window', bottom: w.sillHeight || 0.8 }))
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].sort((a, b) => a.position - b.position);
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const wallWidth = wallDef.wallWidth;
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const segments = this._computeWallSegments(openings, wallWidth, ceilingHeight);
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for (const seg of segments) {
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const geo = new THREE.BoxGeometry(seg.w, seg.h, thickness);
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const mat = new THREE.MeshStandardMaterial({ color: wallColor, roughness: 0.9 });
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const mesh = new THREE.Mesh(geo, mat);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.userData = { isWall: true, roomId: group.userData.roomId };
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if (wallDef.horizontal) {
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mesh.position.set(seg.cx, seg.cy, wallDef.pos);
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} else {
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mesh.rotation.y = Math.PI / 2;
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mesh.position.set(wallDef.pos, seg.cy, seg.cx);
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}
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group.add(mesh);
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}
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// Render door and window fills
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for (const op of openings) {
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if (op._kind === 'door') {
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this._addDoorMesh(group, wallDef, op, thickness);
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} else {
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this._addWindowMesh(group, wallDef, op, thickness);
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}
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}
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}
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_computeWallSegments(openings, wallWidth, wallHeight) {
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if (openings.length === 0) {
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return [{ w: wallWidth, h: wallHeight, cx: wallWidth / 2, cy: wallHeight / 2 }];
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}
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const segments = [];
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// Segments between openings (full height sections on either side)
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let prevEnd = 0;
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for (const op of openings) {
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const opLeft = op.position;
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const opRight = op.position + op.width;
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const opBottom = op.bottom;
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const opTop = opBottom + op.height;
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// Full-height segment to the left of this opening
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if (opLeft > prevEnd + 0.01) {
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const w = opLeft - prevEnd;
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segments.push({ w, h: wallHeight, cx: prevEnd + w / 2, cy: wallHeight / 2 });
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}
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// Segment above the opening
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if (opTop < wallHeight - 0.01) {
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const h = wallHeight - opTop;
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segments.push({ w: op.width, h, cx: opLeft + op.width / 2, cy: opTop + h / 2 });
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}
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// Segment below the opening (for windows with sill)
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if (opBottom > 0.01) {
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segments.push({ w: op.width, h: opBottom, cx: opLeft + op.width / 2, cy: opBottom / 2 });
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}
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prevEnd = opRight;
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}
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// Remaining full-height segment on the right
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if (prevEnd < wallWidth - 0.01) {
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const w = wallWidth - prevEnd;
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segments.push({ w, h: wallHeight, cx: prevEnd + w / 2, cy: wallHeight / 2 });
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}
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return segments;
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}
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_addDoorMesh(group, wallDef, door, thickness) {
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const geo = new THREE.BoxGeometry(door.width, door.height, thickness * 0.5);
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const mat = new THREE.MeshStandardMaterial({ color: COLORS.door, roughness: 0.6 });
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const mesh = new THREE.Mesh(geo, mat);
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const cx = door.position + door.width / 2;
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const cy = door.height / 2;
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if (wallDef.horizontal) {
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mesh.position.set(cx, cy, wallDef.pos);
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} else {
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mesh.rotation.y = Math.PI / 2;
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mesh.position.set(wallDef.pos, cy, cx);
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}
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group.add(mesh);
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}
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_addWindowMesh(group, wallDef, win, thickness) {
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// Glass pane
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const geo = new THREE.BoxGeometry(win.width, win.height, thickness * 0.3);
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const mat = new THREE.MeshStandardMaterial({
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color: COLORS.window,
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transparent: true,
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opacity: 0.4,
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roughness: 0.1
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});
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const mesh = new THREE.Mesh(geo, mat);
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const cx = win.position + win.width / 2;
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const cy = (win.sillHeight || 0.8) + win.height / 2;
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if (wallDef.horizontal) {
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mesh.position.set(cx, cy, wallDef.pos);
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} else {
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mesh.rotation.y = Math.PI / 2;
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mesh.position.set(wallDef.pos, cy, cx);
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}
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group.add(mesh);
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// Window frame
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const frameGeo = new THREE.EdgesGeometry(geo);
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const frameMat = new THREE.LineBasicMaterial({ color: COLORS.windowFrame });
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const frame = new THREE.LineSegments(frameGeo, frameMat);
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frame.position.copy(mesh.position);
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frame.rotation.copy(mesh.rotation);
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group.add(frame);
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}
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highlightRoom(roomId) {
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// Reset all rooms
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for (const [id, group] of this.roomMeshes) {
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group.traverse(child => {
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if (child.isMesh && child.material && child.userData.isWall) {
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child.material.emissive?.setHex(0x000000);
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}
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});
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}
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// Highlight target
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const target = this.roomMeshes.get(roomId);
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if (target) {
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target.traverse(child => {
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if (child.isMesh && child.userData.isWall) {
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child.material.emissive.setHex(0x111133);
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}
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});
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}
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}
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focusRoom(roomId) {
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const group = this.roomMeshes.get(roomId);
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if (!group) return;
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const floor = this.houseData.floors[this.currentFloor];
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const room = floor.rooms.find(r => r.id === roomId);
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if (!room) return;
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const cx = room.position.x + room.dimensions.width / 2;
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const cz = room.position.y + room.dimensions.length / 2;
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const maxDim = Math.max(room.dimensions.width, room.dimensions.length);
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const dist = maxDim * 1.5;
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this.camera.position.set(cx + dist * 0.5, dist, cz + dist * 0.5);
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this.controls.target.set(cx, 1, cz);
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this.controls.update();
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this.highlightRoom(roomId);
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}
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getFloors() {
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if (!this.houseData) return [];
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return this.houseData.floors.map((f, i) => ({ index: i, id: f.id, name: f.name, nameEN: f.nameEN }));
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}
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getRooms() {
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if (!this.houseData) return [];
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const floor = this.houseData.floors[this.currentFloor];
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if (!floor) return [];
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return floor.rooms.map(r => ({
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id: r.id,
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name: r.name,
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nameEN: r.nameEN,
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type: r.type,
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area: +(r.dimensions.width * r.dimensions.length).toFixed(1)
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}));
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}
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_onClick(event) {
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const rect = this.renderer.domElement.getBoundingClientRect();
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this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
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this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
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this.raycaster.setFromCamera(this.mouse, this.camera);
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const intersects = this.raycaster.intersectObjects(this.scene.children, true);
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for (const hit of intersects) {
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let obj = hit.object;
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while (obj && !obj.userData.roomId) {
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obj = obj.parent;
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}
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if (obj && obj.userData.roomId) {
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this.highlightRoom(obj.userData.roomId);
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this.container.dispatchEvent(new CustomEvent('roomclick', {
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detail: { roomId: obj.userData.roomId, roomName: obj.userData.roomName }
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}));
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return;
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}
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}
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}
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_onResize() {
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const w = this.container.clientWidth;
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const h = this.container.clientHeight;
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this.camera.aspect = w / h;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(w, h);
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}
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_animate() {
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requestAnimationFrame(() => this._animate());
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this.controls.update();
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this.renderer.render(this.scene, this.camera);
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}
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}
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Block a user