// PROCITY Lane C — optional GLB-upgrade layer. Reads Lane E's web/assets/manifest.json and swaps a // primitive fitting for a detailed depot GLB where one exists ("reserve the detailed GLB hero props // for where the camera gets close" — RESEARCH). Strictly ADDITIVE and OFF by default: // • the whole lane runs 100% on primitives with no manifest and no network (LANE_C acceptance); // • enable per build with opts.useGLB (interiors.js), or globally via preloadManifest(). // // Pattern (house law): promise-cached loader, PLACEHOLDER-PERSISTS — the primitive shows immediately // and stays until the GLB resolves; if the depot is unreachable the primitive stays forever (never a // crash, never a blank). The GLB is placed at real-metre scale (glb_law), yaw-corrected per kind, and // clamped to the primitive's reserved footprint, so occupancy/paths already computed by layout.js stay valid. import { loadGLB } from '../core/loaders.js'; import { clone as skeletonClone } from 'three/addons/utils/SkeletonUtils.js'; // my fitting kind → manifest.fittings id (only kinds with a depot GLB; others stay primitive). // NOTE: `counter` is intentionally NOT mapped — the counter GLB (procity_fit_counter_01.glb) is a real // 4.0 m-long × 1.1 m asset that squashes to ~0.6 m when fit to the ~2.2 m interior counter slot and has // no till modelled; the primitive counter (correct height + till + keeper stand) reads better. Reported // to Lane E (see C-progress.md / LANE_C_GLB_VALIDATION.md). Re-map here once a ~2 m counter asset lands. const KIND_TO_GLB = { crate: 'record_crate', recordBin: 'record_crate', // record_crate GLB currently fails to load → fail-soft to primitive (reported) metalShelf: 'wire_shelf', wallShelf: 'wire_shelf', clothesRack: 'clothes_rack', bookshelf: 'bookshelf', cubeShelf: 'cube_shelf_wide', trestleTable: 'work_table', }; // Per-kind facing correction (radians, about +Y). The GLBs follow glb_law (metres, +Y up, base at origin) // but carry NO automatic facing (manifest.conventions.facing: "Lane B/C rotate directional props"). The // z-major assets (bookshelf/cube/work_table are modelled wide along Z) need a quarter-turn so their width // runs along the fitting's X, matching the primitive the layout placed. Tuned by on-screen validation. const KIND_TO_YAW = { bookshelf: Math.PI / 2, cubeShelf: Math.PI / 2, trestleTable: Math.PI / 2, }; let _manifestP = null; // Fetch + cache the manifest. Returns null (not throw) if absent/unreachable → primitives everywhere. export function preloadManifest(url = 'assets/manifest.json') { return (_manifestP ||= fetch(url).then(r => (r.ok ? r.json() : null)).catch(() => null)); } export function manifestReady() { return _manifestP && typeof _manifestP.then === 'function' ? _manifestP : Promise.resolve(null); } // Upgrade one placed fitting in-place, if the manifest maps its kind. No-op when disabled/unavailable. // `manifest` is the resolved object (or null). ctx is the room build context (for the _disposed guard). // Returns a promise that settles when the swap is done (or immediately when there is nothing to do), so // callers can await a room's GLB upgrades (buildInterior exposes this as room.glbReady). // Resolution: production uses `depot:` (loaders.js → depot CDN / local-depot). A manifest may set // `localBase` (e.g. "assets/_local_glb/") to load straight from a served local dir — used for offline // GLB validation before the depot is reachable. export function upgradeFitting(ctx, fitting, kind, manifest) { if (!manifest || !manifest.fittings) return Promise.resolve(); const id = KIND_TO_GLB[kind]; const entry = id && manifest.fittings[id]; if (!entry || !entry.file) return Promise.resolve(); const ref = manifest.localBase ? `${manifest.localBase}${entry.file}` : `depot:${entry.file}`; return loadGLB(ref).then(gltf => { if (!gltf || ctx._disposed || !fitting.group.parent) return; // room rebuilt / disposed mid-flight const THREE = ctx.THREE; const inst = skeletonClone(gltf.scene); // clone-safe even if skinned // Facing: rotate the directional prop to match the primitive the layout placed (before measuring). inst.rotation.y = KIND_TO_YAW[kind] || 0; // Scale: GLBs are authored in metres (glb_law), so keep REAL-WORLD scale — only shrink if the prop // would overflow the footprint the occupancy grid reserved (never inflate a small prop to fill a slot). const bb = new THREE.Box3().setFromObject(inst); const size = new THREE.Vector3(); bb.getSize(size); const want = fitting.footprint; const glbW = Math.max(size.x, size.z) || 1; const s = Math.min(1, Math.max(want.w, want.d) / glbW); inst.scale.setScalar(s); inst.position.y -= bb.min.y * s; // plant on the floor (glb_law minY≈0) // hide the primitive FRAME (the first frameCount children) but keep procedural stock — which was // added after the frame — visible on top of the detailed GLB shelf/counter. const frameCount = fitting.frameCount ?? fitting.group.children.length; for (let i = 0; i < frameCount && i < fitting.group.children.length; i++) fitting.group.children[i].visible = false; inst.userData = { glbUpgrade: true, kind }; fitting.group.add(inst); }); } // Upgrade every placed fitting in a room. Called from buildInterior when GLB mode is on. // Returns a promise resolving once all in-room fittings' GLB swaps have settled. export function upgradeRoom(ctx, placed, manifest) { if (!manifest) return Promise.resolve(); return Promise.all(placed.filter(p => !p.removed).map(p => upgradeFitting(ctx, p.fitting, p.kind, manifest))); }