6 Commits

Author SHA1 Message Date
Tom Boullay 39b996eb31 Update GameMapCollision.tsx
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2026-06-01 23:38:19 +02:00
Tom Boullay 134c0aecb7 fix(world): reallocate shadow map after Suspense + clear LaFabrik doorway
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Shadows occasionally failed to render on initial load and the Fabrik
doorway sometimes blocked the player. Both issues are tracked down to
geometry that mounts after Lighting:

- Shadows: GLTFs and the merged static map mount imperatively after
  Lighting, so materials get compiled against a renderer state that
  pre-dates the final scene and bake a 'no shadow map' permutation,
  silently dropping shadows. A WebGL context-restore cycle fixes it,
  but is too invasive. New 'useShadowMapWarmup' hook replays it
  cheaply: once the scene mesh count has been stable for ~1s, it
  disposes the directional shadow map (three.js reallocates it on
  the next render) and marks every material 'needsUpdate' so shaders
  rebind to the freshly created shadow sampler.
- Doorway: the door slab + its Solidify-modifier frame (children of
  the 'Thicken' parent in the LaFabrik GLTF) sat inside the doorway
  AABB and prevented the player from walking through. Stripped from
  the collision octree alongside the existing 'porte' slab; visual
  rendering is unaffected.

Also: extract sun-relative-to-camera placement into a small helper,
remove the temporary diagnostic logs, and document the shadow warmup
in three-debugging.md.
2026-06-01 23:37:57 +02:00
Tom Boullay b144dc1c18 Update model.gltf
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2026-06-01 22:42:21 +02:00
Tom Boullay 69c720b86b fix(world): restore multi-frame shadow warmup and unblock fabrik doorway
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- Lighting: replace single-frame needsUpdate with a 3-rAF warmup that forces
  scene.updateMatrixWorld + sun.shadow.needsUpdate + gl.shadowMap.needsUpdate.
  This restores the SceneShadowWarmup behaviour (deleted in 777e51e) inline,
  so shadows survive Physics Suspense remounts and webglcontextrestored.
- octreeCollisionConfig: remove (comment out) the thin LA_FABRIK interior box
  at x=-6.93 that was sealing the doorway despite the mesh hole; fabrik mesh
  octree already provides surrounding wall collision.
- DebugOctreeVisualization: add Fabrik-only filter to inspect interior
  collisions/non-collisions in isolation.
2026-06-01 22:41:45 +02:00
Tom Boullay 1b57a25e5f fix(world): strip blender-suffixed porte variants from la fabrik collision
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2026-06-01 22:19:58 +02:00
Tom Boullay f6db7d74e2 chore(world): add temporary diagnostics for porte strip, octree, ctx loss 2026-06-01 22:19:27 +02:00
10 changed files with 227 additions and 101 deletions
+30 -21
View File
@@ -44,30 +44,39 @@ through opaque geometry.
## Shadow rendering intermittence
Shadows occasionally failed to render on initial load and could disappear
mid-session even though the `Lighting` configuration ran to completion.
mid-session even though the `Lighting` configuration ran to completion. The
fix has two layers:
Root cause: the sun follows the camera (its world matrix is dirty every frame
via `updateMatrixWorld()` inside `Lighting.useFrame`). With `shadow.autoUpdate`
alone, three.js can skip the shadow map re-render on a frame where the matrix
update has happened but the renderer's internal dirty tracking does not pick
it up, leaving the shadow map stale or unrendered.
### Per-frame refresh (steady state)
Fix in `src/world/Lighting.tsx`: explicit `sun.shadow.needsUpdate = true` in
two places, restoring the belt-and-suspenders pattern from `develop`:
The sun follows the camera, so its world matrix is dirty every frame. With
`shadow.autoUpdate` alone, three.js can skip the shadow map re-render on a
frame where the matrix update has happened but the renderer's internal dirty
tracking does not pick it up. To prevent that, `Lighting.useFrame` sets
`sun.shadow.needsUpdate = true` after the per-frame matrix updates. Shadow
config is centralized in `src/data/world/lightingConfig.ts` (`bias=0`,
`normalBias=0`, `cameraSize=95`).
- After `configureSunShadow(...)` in the mount `useEffect`.
- At the end of the `useFrame` block, right after `sun.updateMatrixWorld()`.
### Mount-time shadow map reallocation (`useShadowMapWarmup`)
Mitigations also in place:
The merged static map and other GLTFs mount imperatively after `Lighting`,
so the shadow render target ends up linked to a renderer state that pre-dates
the final scene. Materials compiled at that point bake a "no shadow map"
permutation into their shader program and silently fail to render shadows
until a WebGL context-restore cycle (the kind triggered by Chrome DevTools
in `?debug` runs) reallocates everything.
- Shadow config centralized in `src/data/world/lightingConfig.ts`
(`bias=0`, `normalBias=0`, `cameraSize=95`).
- Late-suspension Suspense boundaries in `World.tsx` to prevent global scene
remounts that would re-run shadow setup mid-load.
- `gl.shadowMap.needsUpdate = true` on `onCreated` and on
`webglcontextrestored` in `src/pages/page.tsx`.
`src/hooks/three/useShadowMapWarmup.ts` replays that cycle programmatically
without the cost of a full context loss. It runs a `useFrame` watchdog that
samples the scene mesh count every 6 frames; once the count has been stable
for ~1 s (or after a 5 s safety cap), it:
If the issue reproduces, capture `[diag]`-style logs from `useOctreeGraphNode`,
`Lighting`, and `GameMapCollision` to confirm there is no extra configuration
pass (which would indicate a remaining suspending hook outside the existing
Suspense boundaries).
1. Disposes the directional light shadow map and nulls it. three.js
reallocates the render target on the next render at the configured
`mapSize`.
2. Marks every material's `needsUpdate = true`, forcing a shader recompile
that rebinds every program to the freshly created shadow sampler.
3. Forces a single shadow pass and invalidates the renderer.
The watchdog runs once per mount and adds a single traversal every 6 frames
during the warmup window, after which it self-terminates.
Binary file not shown.
@@ -1,6 +1,10 @@
import { useMemo } from "react";
import { Box3, BufferAttribute, BufferGeometry } from "three";
import type { Octree } from "three-stdlib";
import {
LA_FABRIK_CENTER,
isInsideLaFabrikFootprint,
} from "@/data/world/laFabrikConfig";
import { useDebugVisualsStore } from "@/managers/stores/useDebugVisualsStore";
interface DebugOctreeVisualizationProps {
@@ -18,8 +22,12 @@ interface CollectOptions {
minDepth: number;
maxDepth: number;
leavesOnly: boolean;
fabrikOnly: boolean;
}
const FABRIK_FILTER_PADDING = 1.5;
const FABRIK_FILTER_VERTICAL = 8;
const BOX_VERTEX_INDEX_PAIRS: ReadonlyArray<readonly [number, number]> = [
[0, 1],
[1, 3],
@@ -35,6 +43,24 @@ const BOX_VERTEX_INDEX_PAIRS: ReadonlyArray<readonly [number, number]> = [
[3, 7],
];
function boxIntersectsFabrik(box: Box3): boolean {
if (box.max.y < LA_FABRIK_CENTER[1] - FABRIK_FILTER_VERTICAL) return false;
if (box.min.y > LA_FABRIK_CENTER[1] + FABRIK_FILTER_VERTICAL) return false;
// Sample box corners + center on XZ plane against the rotated fabrik footprint.
const samples: ReadonlyArray<readonly [number, number]> = [
[box.min.x, box.min.z],
[box.min.x, box.max.z],
[box.max.x, box.min.z],
[box.max.x, box.max.z],
[(box.min.x + box.max.x) * 0.5, (box.min.z + box.max.z) * 0.5],
];
for (const [x, z] of samples) {
if (isInsideLaFabrikFootprint(x, z, FABRIK_FILTER_PADDING)) return true;
}
return false;
}
function collectOctreeBoxes(
node: Octree,
options: CollectOptions,
@@ -47,8 +73,10 @@ function collectOctreeBoxes(
const passesDepth = depth >= options.minDepth;
const passesLeafFilter = !options.leavesOnly || isLeaf;
const hasTriangles = node.triangles.length > 0;
const passesFabrikFilter =
!options.fabrikOnly || boxIntersectsFabrik(node.box);
if (passesDepth && passesLeafFilter && hasTriangles) {
if (passesDepth && passesLeafFilter && hasTriangles && passesFabrikFilter) {
acc.push({
box: node.box,
depth,
@@ -114,6 +142,7 @@ export function DebugOctreeVisualization({
const maxDepth = useDebugVisualsStore((state) => state.octreeMaxDepth);
const leavesOnly = useDebugVisualsStore((state) => state.octreeLeavesOnly);
const opacity = useDebugVisualsStore((state) => state.octreeOpacity);
const fabrikOnly = useDebugVisualsStore((state) => state.octreeFabrikOnly);
const geometry = useMemo(() => {
if (!octree || !showOctree) return null;
@@ -121,10 +150,11 @@ export function DebugOctreeVisualization({
minDepth,
maxDepth,
leavesOnly,
fabrikOnly,
});
if (boxes.length === 0) return null;
return buildOctreeLineGeometry(boxes);
}, [leavesOnly, maxDepth, minDepth, octree, showOctree]);
}, [fabrikOnly, leavesOnly, maxDepth, minDepth, octree, showOctree]);
if (!geometry) return null;
+8 -4
View File
@@ -23,10 +23,14 @@ export const MAP_OCTREE_COLLISION_BOXES = {
} as const satisfies Record<string, MapOctreeCollisionBox>;
export const LA_FABRIK_INTERIOR_COLLISION_BOXES = [
{
center: [-6.9351, 2.278, -0.0001],
size: [0.2, 1.94, 3.711],
},
// NOTE: removed — this thin wall (size [0.2, 1.94, 3.71]) sat at x≈-6.93 and
// sealed the doorway despite the geometry having a hole there. The fabrik
// mesh octree already provides the surrounding wall collision, so this
// proxy was both redundant and bug-causing.
// {
// center: [-6.9351, 2.278, -0.0001],
// size: [0.2, 1.94, 3.711],
// },
{
center: [0.8026, 0.719, -3.639],
size: [4.346, 1.108, 1.181],
+8
View File
@@ -11,6 +11,7 @@ export function useDebugVisualsDebug(): void {
octreeMaxDepth: state.octreeMaxDepth,
octreeLeavesOnly: state.octreeLeavesOnly,
octreeOpacity: state.octreeOpacity,
octreeFabrikOnly: state.octreeFabrikOnly,
};
folder
@@ -54,5 +55,12 @@ export function useDebugVisualsDebug(): void {
.onChange((value: number) => {
useDebugVisualsStore.getState().setOctreeOpacity(value);
});
folder
.add(controls, "octreeFabrikOnly")
.name("Octree Fabrik Only")
.onChange((value: boolean) => {
useDebugVisualsStore.getState().setOctreeFabrikOnly(value);
});
});
}
+1 -1
View File
@@ -1,6 +1,6 @@
import { useEffect, useRef } from "react";
import type { RefObject } from "react";
import type { Object3D } from "three";
import { type Object3D } from "three";
import { Octree } from "three-stdlib";
import type { OctreeReadyHandler } from "@/types/three/three";
+105
View File
@@ -0,0 +1,105 @@
import { useRef } from "react";
import { useFrame } from "@react-three/fiber";
import {
Material,
Mesh,
type DirectionalLight,
type Scene,
type WebGLRenderer,
} from "three";
interface UseShadowMapWarmupOptions {
/** Light whose shadow map should be reallocated once the scene stabilizes. */
light: React.RefObject<DirectionalLight | null>;
scene: Scene;
gl: WebGLRenderer;
invalidate: () => void;
/** Frames the mesh count must remain unchanged to consider the scene stable. */
stableFramesThreshold?: number;
/** Hard cap on how long we keep watching, in frames (~5s @60fps). */
safetyCapFrames?: number;
/** Sample mesh count every N frames to keep the traversal cost negligible. */
sampleEveryFrames?: number;
}
export function useShadowMapWarmup({
light,
scene,
gl,
invalidate,
stableFramesThreshold = 60,
safetyCapFrames = 300,
sampleEveryFrames = 6,
}: UseShadowMapWarmupOptions): void {
const meshCountRef = useRef(0);
const stableFramesRef = useRef(0);
const watchFramesRef = useRef(0);
const doneRef = useRef(false);
useFrame(() => {
if (doneRef.current || !light.current) return;
watchFramesRef.current += 1;
if (watchFramesRef.current % sampleEveryFrames === 0) {
let meshCount = 0;
scene.traverse((object) => {
if (object instanceof Mesh) meshCount += 1;
});
if (meshCount !== meshCountRef.current) {
meshCountRef.current = meshCount;
stableFramesRef.current = 0;
} else {
stableFramesRef.current += sampleEveryFrames;
}
}
const stableEnough = stableFramesRef.current >= stableFramesThreshold;
const safetyCapReached = watchFramesRef.current >= safetyCapFrames;
if (!stableEnough && !safetyCapReached) return;
doneRef.current = true;
reallocateShadowMap(light.current);
invalidateAllMaterials(scene);
forceShadowPass(gl, scene, light.current);
invalidate();
});
}
function reallocateShadowMap(light: DirectionalLight): void {
const shadowMap = light.shadow.map;
if (!shadowMap) return;
shadowMap.dispose();
light.shadow.map = null;
}
function invalidateAllMaterials(scene: Scene): void {
const seen = new Set<Material>();
scene.traverse((object) => {
if (!(object instanceof Mesh)) return;
const materials = Array.isArray(object.material)
? object.material
: [object.material];
for (const material of materials) {
if (!material || seen.has(material)) continue;
seen.add(material);
material.needsUpdate = true;
}
});
}
function forceShadowPass(
gl: WebGLRenderer,
scene: Scene,
light: DirectionalLight,
): void {
scene.updateMatrixWorld(true);
light.target.updateMatrixWorld(true);
light.updateMatrixWorld(true);
light.shadow.camera.updateMatrixWorld(true);
light.shadow.camera.updateProjectionMatrix();
light.shadow.needsUpdate = true;
gl.shadowMap.needsUpdate = true;
}
@@ -13,6 +13,8 @@ interface DebugVisualsStore {
setOctreeLeavesOnly: (value: boolean) => void;
octreeOpacity: number;
setOctreeOpacity: (value: number) => void;
octreeFabrikOnly: boolean;
setOctreeFabrikOnly: (value: boolean) => void;
}
export const useDebugVisualsStore = create<DebugVisualsStore>((set) => ({
@@ -28,4 +30,6 @@ export const useDebugVisualsStore = create<DebugVisualsStore>((set) => ({
setOctreeLeavesOnly: (octreeLeavesOnly) => set({ octreeLeavesOnly }),
octreeOpacity: 0.35,
setOctreeOpacity: (octreeOpacity) => set({ octreeOpacity }),
octreeFabrikOnly: false,
setOctreeFabrikOnly: (octreeFabrikOnly) => set({ octreeFabrikOnly }),
}));
+9 -8
View File
@@ -272,18 +272,20 @@ function CollisionModelInstance({
});
const sceneInstance = useClonedObject(scene);
useEffect(() => {
// Strip the door slab from the la fabrik collision octree so the player
// can walk through the doorway. The visual model is rendered separately
// by MergedStaticMapModel and is unaffected.
if (node.name !== "lafabrik") return;
const removed: THREE.Object3D[] = [];
const isDoorSlab = (name: string): boolean =>
name === "porte" || /^porte[._]\d+$/i.test(name);
const isDoorFrameThickenChild = (child: THREE.Object3D): boolean =>
child.parent?.name === "Thicken";
const doorMeshes: THREE.Object3D[] = [];
sceneInstance.traverse((child) => {
if (child.name === "porte") {
removed.push(child);
if (isDoorSlab(child.name) || isDoorFrameThickenChild(child)) {
doorMeshes.push(child);
}
});
for (const child of removed) {
for (const child of doorMeshes) {
child.removeFromParent();
}
}, [node.name, sceneInstance]);
@@ -331,7 +333,6 @@ function CollisionBox({ box }: { box: OctreeCollisionBox }): React.JSX.Element {
<boxGeometry args={box.size} />
<meshBasicMaterial />
</mesh>
{/* Octree ignores material.side, so rotate a second shell for X/Z collisions. */}
<mesh rotation={[0, Math.PI, 0]}>
<boxGeometry args={box.size} />
<meshBasicMaterial />
+29 -64
View File
@@ -1,12 +1,10 @@
import { useEffect, useRef } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import {
Mesh,
PCFShadowMap,
type AmbientLight,
type DirectionalLight,
type Object3D,
type Scene,
type WebGLRenderer,
} from "three";
import {
@@ -29,6 +27,7 @@ import {
} from "@/data/world/lightingConfig";
import { LA_FABRIK_INTERIOR_LIGHT_POSITION } from "@/data/world/laFabrikConfig";
import { useDebugFolder } from "@/hooks/debug/useDebugFolder";
import { useShadowMapWarmup } from "@/hooks/three/useShadowMapWarmup";
import { LIGHTING_STATE } from "@/world/lightingState";
function configureRendererShadows(gl: WebGLRenderer): void {
@@ -53,52 +52,41 @@ function configureSunShadow(sun: DirectionalLight, sunTarget: Object3D): void {
sun.shadow.camera.updateProjectionMatrix();
}
// [diag] temporary helper: count shadow-casting/receiving meshes in the scene
function snapshotShadowMeshes(scene: Scene): {
meshCount: number;
castShadowCount: number;
receiveShadowCount: number;
} {
let meshCount = 0;
let castShadowCount = 0;
let receiveShadowCount = 0;
scene.traverse((obj) => {
if (obj instanceof Mesh) {
meshCount += 1;
if (obj.castShadow) castShadowCount += 1;
if (obj.receiveShadow) receiveShadowCount += 1;
}
});
return { meshCount, castShadowCount, receiveShadowCount };
function placeSunRelativeToCamera(
sun: DirectionalLight,
sunTarget: Object3D,
cameraPosition: { x: number; z: number },
): void {
sunTarget.position.set(cameraPosition.x, 0, cameraPosition.z);
sun.position.set(
cameraPosition.x + LIGHTING_STATE.sunX,
LIGHTING_STATE.sunY,
cameraPosition.z + LIGHTING_STATE.sunZ,
);
}
export function Lighting(): React.JSX.Element {
const camera = useThree((state) => state.camera);
const gl = useThree((state) => state.gl);
const scene = useThree((state) => state.scene);
const invalidate = useThree((state) => state.invalidate);
const ambient = useRef<AmbientLight>(null);
const sun = useRef<DirectionalLight>(null);
const sunTarget = useRef<Object3D>(null);
const lastDiagAtRef = useRef(0);
useEffect(() => {
if (!sun.current || !sunTarget.current) return;
configureSunShadow(sun.current, sunTarget.current);
configureRendererShadows(gl);
sun.current.shadow.needsUpdate = true;
configureSunShadow(sun.current, sunTarget.current);
// Prime the sun + target onto the camera before the first shadow pass so
// the initial shadow frustum already covers the visible scene; without
// this, the first frame is rendered with the default (origin-centered)
// frustum and shadows can appear absent until the player moves.
placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position);
}, [camera, gl]);
// [diag] one-shot scene snapshot to count shadow casters/receivers
const counts = snapshotShadowMeshes(scene);
console.log("[shadow:mount]", {
shadowMapEnabled: gl.shadowMap.enabled,
shadowMapType: gl.shadowMap.type,
shadowAutoUpdate: gl.shadowMap.autoUpdate,
sunCastShadow: sun.current.castShadow,
hasShadowMap: !!sun.current.shadow.map,
...counts,
});
}, [gl, scene]);
useShadowMapWarmup({ light: sun, scene, gl, invalidate });
useDebugFolder("Lighting", (folder) => {
folder.addColor(LIGHTING_STATE, "ambientColor").name("Ambient Color");
@@ -132,43 +120,20 @@ export function Lighting(): React.JSX.Element {
.name("Sun Z");
});
useFrame(({ clock }) => {
useFrame(() => {
if (ambient.current) {
ambient.current.color.set(LIGHTING_STATE.ambientColor);
ambient.current.intensity = LIGHTING_STATE.ambientIntensity;
}
if (sun.current && sunTarget.current) {
sunTarget.current.position.set(camera.position.x, 0, camera.position.z);
sunTarget.current.updateMatrixWorld();
sun.current.position.set(
camera.position.x + LIGHTING_STATE.sunX,
LIGHTING_STATE.sunY,
camera.position.z + LIGHTING_STATE.sunZ,
);
sun.current.color.set(LIGHTING_STATE.sunColor);
sun.current.intensity = LIGHTING_STATE.sunIntensity;
sun.current.updateMatrixWorld();
sun.current.shadow.needsUpdate = true;
}
if (!sun.current || !sunTarget.current) return;
// [diag] periodic shadow pipeline check (every 2s)
const now = clock.getElapsedTime();
if (now - lastDiagAtRef.current > 2 && sun.current) {
lastDiagAtRef.current = now;
console.log("[shadow:tick]", {
shadowMapEnabled: gl.shadowMap.enabled,
shadowAutoUpdate: gl.shadowMap.autoUpdate,
sunCastShadow: sun.current.castShadow,
sunIntensity: sun.current.intensity,
hasShadowMapTexture: !!sun.current.shadow.map?.texture,
sunPos: sun.current.position.toArray().map((n) => Number(n.toFixed(2))),
targetPos: sunTarget.current?.position
.toArray()
.map((n) => Number(n.toFixed(2))),
renderCalls: gl.info.render.calls,
});
}
placeSunRelativeToCamera(sun.current, sunTarget.current, camera.position);
sunTarget.current.updateMatrixWorld();
sun.current.color.set(LIGHTING_STATE.sunColor);
sun.current.intensity = LIGHTING_STATE.sunIntensity;
sun.current.updateMatrixWorld();
sun.current.shadow.needsUpdate = true;
});
return (