Improve 3D renderer: shadow camera, caching, error handling, labels

Renderer improvements:
- Configure shadow camera frustum to cover full house (was default -5..5)
- Add geometry and material caching to reduce GPU allocations
- Add proper disposal of Three.js objects on floor switch (fix memory leak)
- Add error handling for fetch failures with custom event dispatch
- Add room labels as sprites floating in each room
- Support wall-mounted furniture Y positioning via position.y
- Use cached highlight materials instead of mutating shared materials
This commit is contained in:
m
2026-02-07 12:02:04 +01:00
parent a2b5211d30
commit bf4eee8595
2 changed files with 177 additions and 54 deletions

View File

@@ -100,6 +100,9 @@
await renderer.loadDesign('../designs/sample-house-design.json');
buildFloorButtons();
buildRoomList();
}).catch(err => {
document.getElementById('house-name').textContent = 'Error loading data';
document.getElementById('info').textContent = err.message;
});
function buildFloorButtons() {

View File

@@ -28,6 +28,8 @@ export class HouseRenderer {
this.roomMeshes = new Map();
this.roomLabels = new Map();
this.furnitureMeshes = new Map();
this._materialCache = new Map();
this._geometryCache = new Map();
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0xf0f0f0);
@@ -74,6 +76,12 @@ export class HouseRenderer {
dir.castShadow = true;
dir.shadow.mapSize.width = 2048;
dir.shadow.mapSize.height = 2048;
dir.shadow.camera.left = -15;
dir.shadow.camera.right = 15;
dir.shadow.camera.top = 15;
dir.shadow.camera.bottom = -15;
dir.shadow.camera.near = 0.5;
dir.shadow.camera.far = 40;
this.scene.add(dir);
}
@@ -84,42 +92,56 @@ export class HouseRenderer {
}
async loadHouse(url) {
const res = await fetch(url);
this.houseData = await res.json();
this.showFloor(0);
return this.houseData;
try {
const res = await fetch(url);
if (!res.ok) throw new Error(`Failed to load house: ${res.status} ${res.statusText}`);
this.houseData = await res.json();
this.showFloor(0);
return this.houseData;
} catch (err) {
this._emitError('loadHouse', err);
throw err;
}
}
async loadCatalog(url) {
const res = await fetch(url);
this.catalogData = await res.json();
this._catalogIndex = new Map();
for (const item of this.catalogData.items) {
this._catalogIndex.set(item.id, item);
try {
const res = await fetch(url);
if (!res.ok) throw new Error(`Failed to load catalog: ${res.status} ${res.statusText}`);
this.catalogData = await res.json();
this._catalogIndex = new Map();
for (const item of this.catalogData.items) {
this._catalogIndex.set(item.id, item);
}
return this.catalogData;
} catch (err) {
this._emitError('loadCatalog', err);
throw err;
}
return this.catalogData;
}
async loadDesign(url) {
const res = await fetch(url);
this.designData = await res.json();
this._placeFurnitureForFloor();
return this.designData;
try {
const res = await fetch(url);
if (!res.ok) throw new Error(`Failed to load design: ${res.status} ${res.statusText}`);
this.designData = await res.json();
this._placeFurnitureForFloor();
return this.designData;
} catch (err) {
this._emitError('loadDesign', err);
throw err;
}
}
_emitError(source, error) {
this.container.dispatchEvent(new CustomEvent('loaderror', {
detail: { source, error: error.message }
}));
}
showFloor(index) {
this.currentFloor = index;
// Clear existing room meshes
for (const group of this.roomMeshes.values()) {
this.scene.remove(group);
}
this.roomMeshes.clear();
this.roomLabels.clear();
// Clear existing furniture
for (const group of this.furnitureMeshes.values()) {
this.scene.remove(group);
}
this.furnitureMeshes.clear();
this._clearFloor();
const floor = this.houseData.floors[index];
if (!floor) return;
@@ -131,6 +153,38 @@ export class HouseRenderer {
this._placeFurnitureForFloor();
}
_clearFloor() {
for (const group of this.roomMeshes.values()) {
this.scene.remove(group);
this._disposeGroup(group);
}
this.roomMeshes.clear();
this.roomLabels.clear();
for (const group of this.furnitureMeshes.values()) {
this.scene.remove(group);
this._disposeGroup(group);
}
this.furnitureMeshes.clear();
// Dispose all cached GPU resources — they'll be recreated as needed
for (const geo of this._geometryCache.values()) geo.dispose();
this._geometryCache.clear();
for (const mat of this._materialCache.values()) {
if (mat.map) mat.map.dispose();
mat.dispose();
}
this._materialCache.clear();
}
_disposeGroup(group) {
group.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) {
if (child.material.map) child.material.map.dispose();
child.material.dispose();
}
});
}
_renderRoom(room, ceilingHeight) {
const group = new THREE.Group();
group.userData = { roomId: room.id, roomName: room.name };
@@ -160,16 +214,67 @@ export class HouseRenderer {
this._addWall(group, wd, wallData, ceilingHeight);
}
// Room label
const label = this._createRoomLabel(room.name, width, length, ceilingHeight);
group.add(label);
this.roomLabels.set(room.id, label);
this.scene.add(group);
this.roomMeshes.set(room.id, group);
}
_createRoomLabel(name, width, length, ceilingHeight) {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
const fontSize = 48;
ctx.font = `bold ${fontSize}px sans-serif`;
const metrics = ctx.measureText(name);
const padding = 16;
canvas.width = metrics.width + padding * 2;
canvas.height = fontSize + padding * 2;
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.font = `bold ${fontSize}px sans-serif`;
ctx.fillStyle = '#ffffff';
ctx.textBaseline = 'middle';
ctx.textAlign = 'center';
ctx.fillText(name, canvas.width / 2, canvas.height / 2);
const texture = new THREE.CanvasTexture(canvas);
const mat = new THREE.SpriteMaterial({ map: texture, transparent: true });
const sprite = new THREE.Sprite(mat);
const scale = 0.008;
sprite.scale.set(canvas.width * scale, canvas.height * scale, 1);
sprite.position.set(width / 2, ceilingHeight * 0.4, length / 2);
return sprite;
}
_getCachedMaterial(key, createFn) {
let mat = this._materialCache.get(key);
if (!mat) {
mat = createFn();
this._materialCache.set(key, mat);
}
return mat;
}
_getCachedGeometry(key, createFn) {
let geo = this._geometryCache.get(key);
if (!geo) {
geo = createFn();
this._geometryCache.set(key, geo);
}
return geo;
}
_addFloor(group, width, length, flooring) {
const geo = new THREE.PlaneGeometry(width, length);
const mat = new THREE.MeshStandardMaterial({
color: COLORS.floor[flooring] || COLORS.floor.hardwood,
roughness: 0.8
});
const geo = this._getCachedGeometry(`plane:${width}:${length}`, () => new THREE.PlaneGeometry(width, length));
const color = COLORS.floor[flooring] || COLORS.floor.hardwood;
const mat = this._getCachedMaterial(`floor:${color}`, () => new THREE.MeshStandardMaterial({ color, roughness: 0.8 }));
const mesh = new THREE.Mesh(geo, mat);
mesh.rotation.x = -Math.PI / 2;
mesh.position.set(width / 2, 0, length / 2);
@@ -178,13 +283,13 @@ export class HouseRenderer {
}
_addCeiling(group, width, length, height) {
const geo = new THREE.PlaneGeometry(width, length);
const mat = new THREE.MeshStandardMaterial({
const geo = this._getCachedGeometry(`plane:${width}:${length}`, () => new THREE.PlaneGeometry(width, length));
const mat = this._getCachedMaterial('ceiling', () => new THREE.MeshStandardMaterial({
color: COLORS.ceiling,
transparent: true,
opacity: 0.3,
side: THREE.DoubleSide
});
}));
const mesh = new THREE.Mesh(geo, mat);
mesh.rotation.x = Math.PI / 2;
mesh.position.set(width / 2, height, length / 2);
@@ -202,13 +307,15 @@ export class HouseRenderer {
const wallWidth = wallDef.wallWidth;
const segments = this._computeWallSegments(openings, wallWidth, ceilingHeight);
const matKey = `wall:${wallColor}`;
const mat = this._getCachedMaterial(matKey, () => new THREE.MeshStandardMaterial({ color: wallColor, roughness: 0.9 }));
for (const seg of segments) {
const geo = new THREE.BoxGeometry(seg.w, seg.h, thickness);
const mat = new THREE.MeshStandardMaterial({ color: wallColor, roughness: 0.9 });
const geo = this._getCachedGeometry(`box:${seg.w}:${seg.h}:${thickness}`, () => new THREE.BoxGeometry(seg.w, seg.h, thickness));
const mesh = new THREE.Mesh(geo, mat);
mesh.castShadow = true;
mesh.receiveShadow = true;
mesh.userData = { isWall: true, roomId: group.userData.roomId };
mesh.userData = { isWall: true, roomId: group.userData.roomId, materialKey: matKey };
if (wallDef.horizontal) {
mesh.position.set(seg.cx, seg.cy, wallDef.pos);
@@ -274,8 +381,9 @@ export class HouseRenderer {
}
_addDoorMesh(group, wallDef, door, thickness) {
const geo = new THREE.BoxGeometry(door.width, door.height, thickness * 0.5);
const mat = new THREE.MeshStandardMaterial({ color: COLORS.door, roughness: 0.6 });
const t = thickness * 0.5;
const geo = this._getCachedGeometry(`box:${door.width}:${door.height}:${t}`, () => new THREE.BoxGeometry(door.width, door.height, t));
const mat = this._getCachedMaterial('door', () => new THREE.MeshStandardMaterial({ color: COLORS.door, roughness: 0.6 }));
const mesh = new THREE.Mesh(geo, mat);
const cx = door.position + door.width / 2;
@@ -292,13 +400,14 @@ export class HouseRenderer {
_addWindowMesh(group, wallDef, win, thickness) {
// Glass pane
const geo = new THREE.BoxGeometry(win.width, win.height, thickness * 0.3);
const mat = new THREE.MeshStandardMaterial({
const t = thickness * 0.3;
const geo = this._getCachedGeometry(`box:${win.width}:${win.height}:${t}`, () => new THREE.BoxGeometry(win.width, win.height, t));
const mat = this._getCachedMaterial('window', () => new THREE.MeshStandardMaterial({
color: COLORS.window,
transparent: true,
opacity: 0.4,
roughness: 0.1
});
}));
const mesh = new THREE.Mesh(geo, mat);
const cx = win.position + win.width / 2;
@@ -313,8 +422,8 @@ export class HouseRenderer {
group.add(mesh);
// Window frame
const frameGeo = new THREE.EdgesGeometry(geo);
const frameMat = new THREE.LineBasicMaterial({ color: COLORS.windowFrame });
const frameGeo = this._getCachedGeometry(`edges:${win.width}:${win.height}:${t}`, () => new THREE.EdgesGeometry(geo));
const frameMat = this._getCachedMaterial('windowFrame', () => new THREE.LineBasicMaterial({ color: COLORS.windowFrame }));
const frame = new THREE.LineSegments(frameGeo, frameMat);
frame.position.copy(mesh.position);
frame.rotation.copy(mesh.rotation);
@@ -322,21 +431,28 @@ export class HouseRenderer {
}
highlightRoom(roomId) {
// Reset all rooms
// Reset all rooms - restore original shared materials
for (const [id, group] of this.roomMeshes) {
group.traverse(child => {
if (child.isMesh && child.material && child.userData.isWall) {
child.material.emissive?.setHex(0x000000);
if (child.isMesh && child.userData.isWall && child.userData._origMaterial) {
child.material = child.userData._origMaterial;
delete child.userData._origMaterial;
}
});
}
// Highlight target
// Highlight target - swap to cached highlight variant
const target = this.roomMeshes.get(roomId);
if (target) {
target.traverse(child => {
if (child.isMesh && child.userData.isWall) {
child.material.emissive.setHex(0x111133);
const baseKey = child.userData.materialKey;
child.userData._origMaterial = child.material;
child.material = this._getCachedMaterial(`${baseKey}:highlight`, () => {
const m = child.material.clone();
m.emissive.setHex(0x111133);
return m;
});
}
});
}
@@ -426,7 +542,10 @@ export class HouseRenderer {
// Position in room-local coords, then offset by room position
const rx = room.position.x + placement.position.x;
const rz = room.position.y + placement.position.z;
mesh.position.set(rx, 0, rz);
// Wall-mounted items (mirrors, wall cabinets) use position.y for mount
// height offset; floor-standing items are placed at y=0
const ry = placement.wallMounted ? (placement.position.y ?? 0) : 0;
mesh.position.set(rx, ry, rz);
mesh.rotation.y = -(placement.rotation * Math.PI) / 180;
const key = `${roomDesign.roomId}-${placement.instanceId || placement.catalogId}-${i}`;
@@ -434,7 +553,8 @@ export class HouseRenderer {
isFurniture: true,
catalogId: placement.catalogId,
roomId: roomDesign.roomId,
itemName: catalogItem.name
itemName: catalogItem.name,
wallMounted: !!placement.wallMounted
};
this.scene.add(mesh);
@@ -451,17 +571,17 @@ export class HouseRenderer {
for (const part of meshDef.parts) {
let geo;
if (part.geometry === 'box') {
geo = new THREE.BoxGeometry(part.size[0], part.size[1], part.size[2]);
geo = this._getCachedGeometry(`box:${part.size[0]}:${part.size[1]}:${part.size[2]}`, () => new THREE.BoxGeometry(part.size[0], part.size[1], part.size[2]));
} else if (part.geometry === 'cylinder') {
geo = new THREE.CylinderGeometry(part.radius, part.radius, part.height, 16);
geo = this._getCachedGeometry(`cyl:${part.radius}:${part.height}`, () => new THREE.CylinderGeometry(part.radius, part.radius, part.height, 16));
} else {
continue;
}
const mat = new THREE.MeshStandardMaterial({
const mat = this._getCachedMaterial(`furniture:${part.color}`, () => new THREE.MeshStandardMaterial({
color: new THREE.Color(part.color),
roughness: 0.7
});
}));
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(part.position[0], part.position[1], part.position[2]);