elffuss-code / js /vcc /builder.js
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// Construcción de la escena: ciudad de cristal nítida.
// Receta anti-difuminado: aristas finas con colores HDR (el bloom solo se
// dispara en lo resaltado), cristal con fresnel de opacidad mínima y nada
// de volúmenes aditivos permanentes.
// Toda la paleta viene del tema activo (src/themes.js); los temas claros
// usan blending normal en lugar de aditivo.
import * as THREE from 'three';
function lerp3(a, b, t) { return [a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t, a[2] + (b[2] - a[2]) * t]; }
function configureCanvasTexture(tx) {
tx.colorSpace = THREE.SRGBColorSpace;
tx.anisotropy = 8;
// Las texturas son texto fino sobre fondo transparente. Sin mipmaps, los
// píxeles transparentes no se mezclan con negro al orbitar y solaparse.
tx.generateMipmaps = false;
tx.minFilter = THREE.LinearFilter;
tx.magFilter = THREE.LinearFilter;
return tx;
}
// 12 aristas de una caja → 24 vértices
const EDGE_PAIRS = [
[0, 1], [1, 3], [3, 2], [2, 0],
[4, 5], [5, 7], [7, 6], [6, 4],
[0, 4], [1, 5], [2, 6], [3, 7],
];
function corners(b) {
const x0 = b.cx - b.sx / 2, x1 = b.cx + b.sx / 2;
const y0 = b.cy - b.sy / 2, y1 = b.cy + b.sy / 2;
const z0 = b.cz - b.sz / 2, z1 = b.cz + b.sz / 2;
return [
[x0, y0, z0], [x1, y0, z0], [x0, y0, z1], [x1, y0, z1],
[x0, y1, z0], [x1, y1, z0], [x0, y1, z1], [x1, y1, z1],
];
}
// ── suelo: placa de circuito impreso ──────────────────────────────────────
function circuitTexture(theme) {
const T = theme.ground;
const S = 1024;
const cv = document.createElement('canvas');
cv.width = cv.height = S;
const g = cv.getContext('2d');
g.fillStyle = T.bg;
g.fillRect(0, 0, S, S);
g.strokeStyle = T.grid;
g.lineWidth = 1;
for (let i = 0; i <= S; i += 64) {
g.beginPath(); g.moveTo(i, 0); g.lineTo(i, S); g.stroke();
g.beginPath(); g.moveTo(0, i); g.lineTo(S, i); g.stroke();
}
const rnd = (() => { let s = 1234567; return () => (s = (s * 16807) % 2147483647) / 2147483647; })();
for (let i = 0; i < 260; i++) {
const isA = rnd() < 0.58;
const a = 0.18 + rnd() * 0.5;
const [tr, tg, tb] = isA ? T.traceA : T.traceB;
g.strokeStyle = `rgba(${tr}, ${tg}, ${tb}, ${isA ? a : a * 0.9})`;
g.lineWidth = rnd() < 0.12 ? 3 : 1.4;
let x = rnd() * S, y = rnd() * S;
g.beginPath(); g.moveTo(x, y);
const segs = 2 + Math.floor(rnd() * 4);
for (let sg = 0; sg < segs; sg++) {
const len = 24 + rnd() * 150;
if (rnd() < 0.5) x += rnd() < 0.5 ? len : -len; else y += rnd() < 0.5 ? len : -len;
g.lineTo(x, y);
}
g.stroke();
const [pr, pg, pb] = isA ? T.padA : T.padB;
g.fillStyle = `rgba(${pr}, ${pg}, ${pb}, ${a + 0.2})`;
const ps = 2 + rnd() * 3;
g.fillRect(x - ps / 2, y - ps / 2, ps, ps);
}
const tx = new THREE.CanvasTexture(cv);
tx.wrapS = tx.wrapT = THREE.RepeatWrapping;
tx.colorSpace = THREE.SRGBColorSpace;
tx.anisotropy = 8;
return tx;
}
// ── cristal con fresnel (bordes algo más vivos, centro casi invisible) ────
function glassMaterial(theme, dim = 1, solid = 0) {
return new THREE.ShaderMaterial({
uniforms: {
uColor: { value: new THREE.Color(...theme.glass) },
uHi: { value: new THREE.Color(...theme.glassHi) },
uGlow: { value: 0 },
uDim: { value: dim },
uSolid: { value: solid },
},
vertexShader: /* glsl */`
varying vec3 vN, vV;
void main() {
vec4 mv = modelViewMatrix * vec4(position, 1.0);
vN = normalMatrix * normal;
vV = -mv.xyz;
gl_Position = projectionMatrix * mv;
}`,
fragmentShader: /* glsl */`
uniform vec3 uColor;
uniform vec3 uHi;
uniform float uGlow;
uniform float uDim;
uniform float uSolid;
varying vec3 vN, vV;
void main() {
float fr = pow(1.0 - abs(dot(normalize(vN), normalize(vV))), 2.6);
vec3 col = mix(uColor, uHi, uGlow);
float alpha = (0.022 + fr * 0.12 + uSolid * 0.12) * uDim + uGlow * 0.05;
gl_FragColor = vec4(col * ((0.5 + fr * 1.9) * uDim + uGlow), alpha);
}`,
transparent: true,
depthWrite: false,
side: THREE.DoubleSide,
});
}
// ── fachada: árbol de ficheros impreso sobre el cristal ───────────────────
const FACADE_MAX_LINES = 150;
function facadeLines(building) {
const lines = [];
let overflow = false;
(function walk(node, depth) {
if (lines.length > FACADE_MAX_LINES) { overflow = true; return; }
lines.push({ text: node.name + '/', depth, key: 'n' + node.id });
for (const c of node.children) walk(c, depth + 1);
for (const fid of node.fileIds) {
if (lines.length > FACADE_MAX_LINES) { overflow = true; return; }
const f = building.modelFiles[fid];
lines.push({ text: f.name, depth: depth + 1, key: 'f' + f.id });
}
})(building, 0);
if (overflow) lines.push({ text: '· · ·', depth: 1, key: '' });
return lines;
}
function drawFacade(building, highlight, theme) {
const cv = building.facadeCanvas;
if (!cv) return; // edificio sin fachada (recorte en ciudades enormes)
const g = cv.getContext('2d');
const W = cv.width, H = cv.height;
g.clearRect(0, 0, W, H);
const lines = building.facadeLineCache;
const fs = Math.max(9, Math.min(30, (H - 60) / (lines.length + 1)));
g.font = `${fs}px "JetBrains Mono", "Cascadia Code", monospace`;
g.textBaseline = 'top';
let y = 26;
for (const ln of lines) {
const x = 22 + ln.depth * fs * 1.1;
const hot = highlight && highlight.has(ln.key);
if (hot) {
g.shadowColor = theme.facade.hotGlow;
g.shadowBlur = 14;
g.fillStyle = theme.facade.hotBg;
g.fillRect(x - 6, y - 3, g.measureText(ln.text).width + 12, fs + 6);
g.fillStyle = theme.facade.hot;
} else {
g.shadowBlur = 0;
g.fillStyle = theme.facade.text;
}
g.fillText(ln.text, x, y);
y += fs * 1.18;
if (y > H - fs) break;
}
g.shadowBlur = 0;
building.facadeTexture.needsUpdate = true;
}
function buildFacade(building, model, group, theme) {
building.modelFiles = model.files;
building.facadeLineCache = facadeLines(building);
const b = building.box;
const H = 1024;
const W = Math.round(Math.min(2048, Math.max(256, H * (b.sx / b.sy))));
const cv = document.createElement('canvas');
cv.width = W; cv.height = H;
building.facadeCanvas = cv;
const tx = configureCanvasTexture(new THREE.CanvasTexture(cv));
building.facadeTexture = tx;
drawFacade(building, null, theme);
const mat = new THREE.MeshBasicMaterial({
map: tx, transparent: true, alphaTest: 0.025, depthWrite: false, side: THREE.FrontSide,
blending: theme.light ? THREE.NormalBlending : THREE.AdditiveBlending,
});
mat.userData.vccKind = 'facade';
const E = 0.14;
const faces = [
{ w: b.sx, pos: [b.cx, b.cy, b.cz + b.sz / 2 + E], rot: 0 },
{ w: b.sx, pos: [b.cx, b.cy, b.cz - b.sz / 2 - E], rot: Math.PI },
{ w: b.sz, pos: [b.cx + b.sx / 2 + E, b.cy, b.cz], rot: Math.PI / 2 },
{ w: b.sz, pos: [b.cx - b.sx / 2 - E, b.cy, b.cz], rot: -Math.PI / 2 },
];
for (const f of faces) {
const plane = new THREE.Mesh(new THREE.PlaneGeometry(f.w, b.sy), mat);
plane.position.set(...f.pos);
plane.rotation.y = f.rot;
plane.renderOrder = 3;
group.add(plane);
}
}
// ── leyenda: nombres serigrafiados (suelo de distrito y tejado) ───────────
function labelTexture(text, color) {
const fs = 96, pad = 40;
const probe = document.createElement('canvas').getContext('2d');
probe.font = `bold ${fs}px "JetBrains Mono", monospace`;
const tw = probe.measureText(text).width;
const cv = document.createElement('canvas');
cv.width = Math.ceil(tw + pad * 2 + 220);
cv.height = 190;
const g = cv.getContext('2d');
g.font = `bold ${fs}px "JetBrains Mono", monospace`;
g.textBaseline = 'middle';
// pista de circuito: línea con pads a ambos lados del texto
g.strokeStyle = color; g.globalAlpha = 0.65; g.lineWidth = 5;
const y = cv.height / 2;
g.beginPath(); g.moveTo(14, y); g.lineTo(pad + 60, y); g.stroke();
g.beginPath(); g.moveTo(pad + 100 + tw, y); g.lineTo(cv.width - 14, y); g.stroke();
g.fillStyle = color;
for (const px of [14, pad + 60, pad + 100 + tw, cv.width - 26]) g.fillRect(px - 7, y - 7, 14, 14);
g.globalAlpha = 0.92;
g.shadowColor = color; g.shadowBlur = 16;
g.fillText(text, pad + 80, y);
const tx = configureCanvasTexture(new THREE.CanvasTexture(cv));
return { tx, aspect: cv.width / cv.height };
}
const LEGEND_MAX_BUILDINGS = 400;
function buildLegend(model, labeled, theme) {
const legend = new THREE.Group();
const add = (text, color, width, pos, flat) => {
const { tx, aspect } = labelTexture(text, color);
const w = Math.min(width, aspect * 8);
const mesh = new THREE.Mesh(
new THREE.PlaneGeometry(w, w / aspect),
new THREE.MeshBasicMaterial({
map: tx, transparent: true, alphaTest: 0.025, depthWrite: false,
blending: theme.light ? THREE.NormalBlending : THREE.AdditiveBlending,
}),
);
mesh.material.userData.vccKind = 'label';
if (flat) mesh.rotation.x = -Math.PI / 2;
mesh.position.set(...pos);
mesh.renderOrder = 4;
legend.add(mesh);
};
for (const di of model.districts) {
add(di.name, theme.labels.district, di.box.sx * 0.85,
[di.box.cx, 0.3, di.box.cz + di.box.sz / 2 - 2], true);
}
// urbanizaciones: mismo serigrafiado de suelo que los distritos, en tono
// intermedio; en monorepos se etiquetan las de mayor superficie
const urbs = [...model.urbs].sort((a, b) => b.box.sx * b.box.sz - a.box.sx * a.box.sz);
for (const u of urbs.slice(0, LEGEND_MAX_BUILDINGS)) {
add(u.name, theme.labels.urb, u.box.sx * 0.8,
[u.box.cx, 0.32, u.box.cz + u.box.sz / 2 - 1.4], true);
}
for (const b of labeled.slice(0, LEGEND_MAX_BUILDINGS)) {
if (b.isBasement) continue; // su tejado es la calle: sin etiqueta
add(b.name, theme.labels.building, b.box.sx * 0.95,
[b.box.cx, b.box.cy + b.box.sy / 2 + 0.12, b.box.cz], true);
}
return legend;
}
// ── ciudad completa ───────────────────────────────────────────────────────
export function buildCity(scene, model, theme) {
const group = new THREE.Group();
scene.add(group);
// paleta del tema; en temas claros el blending aditivo no funciona
const ROLE_COLOR = theme.roleColor;
const HI = theme.hi;
const FILE_BASE = theme.fileBase;
const FILE_HI = theme.fileHi;
const BLEND = theme.light ? THREE.NormalBlending : THREE.AdditiveBlending;
// suelo
const extent = Math.max(model.city.box.sx, model.city.box.sz);
const ground = new THREE.Mesh(
new THREE.PlaneGeometry(extent * 7, extent * 7),
// semitransparente y a doble cara: los sótanos (ficheros ignorados)
// se intuyen a través del plano de circuitos. depthWrite: false — era el
// único material que escribía profundidad y, con el rango near/far de la
// ciudad, las plotas y serigrafías a ras de suelo hacían z-fighting
// (parpadeo en franjas) al mover la cámara
new THREE.MeshBasicMaterial({
map: circuitTexture(theme), transparent: true, opacity: 0.8, side: THREE.DoubleSide,
depthWrite: false,
// separa el suelo en el z-buffer de plotas y serigrafías a ras de
// suelo (evita el z-fighting cuando el modo opaco activa depthWrite)
polygonOffset: true, polygonOffsetFactor: 2, polygonOffsetUnits: 2,
}),
);
ground.material.map.repeat.set(7, 7);
ground.rotation.x = -Math.PI / 2;
ground.position.y = -0.05;
group.add(ground);
// aristas de las cajas en un único buffer con rangos por nodo.
// LOD por presupuesto para monorepos: decenas de miles de wireframes
// aditivos se acumulan en blanco. Distritos y edificios siempre dibujan;
// del interior se conservan las cajas más grandes y menos profundas.
const LINE_BUDGET = 12000;
const ROLE_DEPTH = { distrito: 0, urbanizacion: 0, edificio: 0, planta: 1, apartamento: 2, habitacion: 3, archivador: 4, cajon: 5 };
const candidates = model.nodes.filter(n => n.role !== 'ciudad' && n.box);
let boxNodes = candidates;
if (candidates.length > LINE_BUDGET) {
const score = (n) => (n.role === 'distrito' || n.role === 'urbanizacion' || n.role === 'edificio')
? Infinity
: Math.max(n.box.sx, n.box.sy, n.box.sz) - ROLE_DEPTH[n.role] * 3;
boxNodes = candidates.sort((a, b) => score(b) - score(a)).slice(0, LINE_BUDGET);
}
const positions = new Float32Array(boxNodes.length * 24 * 3);
const colors = new Float32Array(boxNodes.length * 24 * 3);
// brillo de arista normalizado por edificio: el interior de un edificio
// reparte un presupuesto de luz constante (mismo principio que las celdas)
const boxesPerBuilding = new Map();
for (const n of boxNodes) {
if (n.building && n.building !== n) {
boxesPerBuilding.set(n.building.id, (boxesPerBuilding.get(n.building.id) ?? 0) + 1);
}
}
// …y una atenuación global suave en ciudades con miles de edificios:
// uniforme (todos los edificios conservan el mismo aspecto entre sí),
// solo evita que la acumulación aditiva a vista de pájaro se queme
const cityDim = Math.min(1, Math.max(0.45, Math.sqrt(900 / Math.max(model.buildings.length, 1))));
for (const n of boxNodes) {
const local = (!n.building || n.building === n)
? 1
: Math.min(1, Math.max(0.12, 30 / (boxesPerBuilding.get(n.building.id) ?? 1)));
// las plotas (distrito y urbanización) son solo perímetro: siempre nítidas
n.lineDim = (n.role === 'distrito' || n.role === 'urbanizacion') ? 1 : local * cityDim;
}
let v = 0;
for (const node of boxNodes) {
node.lineStart = v;
const cs = corners(node.box);
const base = (ROLE_COLOR[node.role] ?? ROLE_COLOR.cajon).map(c => c * node.lineDim);
node.baseColor = base;
for (const [a, b] of EDGE_PAIRS) {
for (const p of [cs[a], cs[b]]) {
positions[v * 3] = p[0]; positions[v * 3 + 1] = p[1]; positions[v * 3 + 2] = p[2];
colors[v * 3] = base[0]; colors[v * 3 + 1] = base[1]; colors[v * 3 + 2] = base[2];
v++;
}
}
}
const lineGeo = new THREE.BufferGeometry();
lineGeo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
lineGeo.setAttribute('color', new THREE.BufferAttribute(colors, 3));
lineGeo.computeBoundingSphere();
// opacidad adaptativa: cuantas más cajas, más tenue cada arista
const lineOpacity = Math.min(0.95, Math.max(0.4, Math.sqrt(4000 / Math.max(boxNodes.length, 1))));
const lineBaseOpacity = lineOpacity;
const lines = new THREE.LineSegments(lineGeo, new THREE.LineBasicMaterial({
vertexColors: true, transparent: true, opacity: lineOpacity,
blending: BLEND, depthWrite: false,
}));
lines.renderOrder = 2;
group.add(lines);
// carcasas de cristal por edificio (también sirven para el raycast).
// En ciudades enormes las fachadas con texto se reservan a los edificios
// más grandes (una textura canvas por edificio no escala a miles).
const byArea = [...model.buildings].sort(
(a, b) => b.box.sx * b.box.sz - a.box.sx * a.box.sz);
const facadeSet = new Set(byArea.slice(0, 250));
const shells = [];
for (const b of model.buildings) {
const mat = glassMaterial(theme, cityDim, b.onlyBasement ? 1 : 0);
mat.userData.baseDim = cityDim;
const mesh = new THREE.Mesh(new THREE.BoxGeometry(b.box.sx, b.box.sy, b.box.sz), mat);
mesh.position.set(b.box.cx, b.box.cy, b.box.cz);
mesh.renderOrder = 1;
mesh.userData.building = b;
b.shell = mesh;
shells.push(mesh);
group.add(mesh);
if (facadeSet.has(b)) buildFacade(b, model, group, theme);
}
// forjados de las plantas (losa fina, casi invisible); con tope en
// monorepos, priorizando las plantas de mayor superficie
let slabNodes = model.nodes.filter(n => n.role === 'planta');
if (slabNodes.length > 4000) {
slabNodes = slabNodes
.sort((a, b) => b.box.sx * b.box.sz - a.box.sx * a.box.sz)
.slice(0, 4000);
}
if (slabNodes.length) {
const slabGeo = new THREE.BoxGeometry(1, 1, 1);
const slabMat = new THREE.MeshBasicMaterial({
color: new THREE.Color(...theme.slab), transparent: true,
opacity: Math.min(0.045, 0.045 * Math.sqrt(1500 / slabNodes.length)),
depthWrite: false, blending: BLEND,
});
const slabs = new THREE.InstancedMesh(slabGeo, slabMat, slabNodes.length);
const m = new THREE.Matrix4();
slabNodes.forEach((n, i) => {
m.makeScale(n.box.sx, 0.12, n.box.sz);
m.setPosition(n.box.cx, n.box.cy - n.box.sy / 2, n.box.cz);
slabs.setMatrixAt(i, m);
});
slabs.computeBoundingSphere();
slabs.renderOrder = 1;
group.add(slabs);
}
// celdas de fichero (instanciadas)
const fileGeo = new THREE.BoxGeometry(1, 1, 1);
const fileMat = new THREE.MeshBasicMaterial({
transparent: true, opacity: 0.9, depthWrite: false, blending: BLEND,
});
const fileBaseOpacity = fileMat.opacity;
const filesMesh = new THREE.InstancedMesh(fileGeo, fileMat, model.files.length);
{
const m = new THREE.Matrix4();
const c = new THREE.Color();
for (const f of model.files) {
m.makeScale(f.box.sx, f.box.sy, f.box.sz);
m.setPosition(f.box.cx, f.box.cy, f.box.cz);
filesMesh.setMatrixAt(f.id, m);
filesMesh.setColorAt(f.id, c.setRGB(...FILE_BASE));
}
filesMesh.instanceColor.needsUpdate = true;
filesMesh.computeBoundingSphere();
}
filesMesh.renderOrder = 2;
group.add(filesMesh);
// cajas de relleno para los niveles encendidos (pool reutilizable)
const fillPool = [];
for (let i = 0; i < 10; i++) {
const mesh = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshBasicMaterial({
color: new THREE.Color(...theme.fill), transparent: true, opacity: 0,
depthWrite: false, blending: BLEND,
}),
);
mesh.visible = false;
mesh.renderOrder = 2;
group.add(mesh);
fillPool.push(mesh);
}
// ── API de iluminación ──────────────────────────────────────────────
const touchedNodes = new Set();
const touchedFiles = new Set();
const colorAttr = lineGeo.getAttribute('color');
const tmpColor = new THREE.Color();
// atenuación normalizada por edificio: cada edificio reparte un presupuesto
// de luz constante entre sus celdas — así un rascacielos con 50k ficheros
// no se quema y uno con 20 sigue viéndose igual que antes
const filesPerBuilding = new Map();
for (const f of model.files) {
const b = f.node.building;
if (b) filesPerBuilding.set(b.id, (filesPerBuilding.get(b.id) ?? 0) + 1);
}
const dimOf = (f) => {
const n = filesPerBuilding.get(f.node.building?.id) ?? 1;
return Math.min(1, Math.max(0.05, 350 / n)) * cityDim;
};
// color base por fichero, reescribible por los modos de coloreado
const fileBase = model.files.map(f => FILE_BASE.map(c => c * dimOf(f)));
function paintNode(node, glow, hi = HI) {
// los nodos diminutos no tienen aristas (LOD): solo carcasa/relleno
if (node.lineStart !== undefined) {
const col = lerp3(node.baseColor, hi, Math.pow(glow, 1.35));
for (let i = node.lineStart; i < node.lineStart + 24; i++) {
colorAttr.array[i * 3] = col[0];
colorAttr.array[i * 3 + 1] = col[1];
colorAttr.array[i * 3 + 2] = col[2];
}
// subida parcial: en monorepos el buffer completo pesa decenas de MB
colorAttr.addUpdateRange(node.lineStart * 3, 72);
colorAttr.needsUpdate = true;
}
if (node.shell) node.shell.material.uniforms.uGlow.value = glow * 0.3;
if (glow > 0.01) touchedNodes.add(node); else touchedNodes.delete(node);
}
function paintFile(fileId, glow, hi = FILE_HI) {
const col = lerp3(fileBase[fileId], hi, glow);
filesMesh.setColorAt(fileId, tmpColor.setRGB(...col));
filesMesh.instanceColor.addUpdateRange(fileId * 3, 3);
filesMesh.instanceColor.needsUpdate = true;
if (glow > 0.01) touchedFiles.add(fileId); else touchedFiles.delete(fileId);
}
function clearGlows() {
for (const n of [...touchedNodes]) paintNode(n, 0);
for (const f of [...touchedFiles]) paintFile(f, 0);
for (const mesh of fillPool) mesh.visible = false;
}
// haces del modo Blast: del fichero seleccionado a sus relacionados,
// con pulsos viajando por la línea como paquetes de datos
let blastBeams = null;
function setBlastBeams(pairs) {
if (blastBeams) {
group.remove(blastBeams);
blastBeams.geometry.dispose();
blastBeams.material.dispose();
blastBeams = null;
}
if (!pairs?.length) return;
// pairs: { a, b, impact } — impact=true: b depende del seleccionado
// (consecuencias de un cambio); el pulso siempre viaja en el sentido de
// la propagación: hacia fuera en impactos, hacia dentro en dependencias
const pos = new Float32Array(pairs.length * 6);
const dist = new Float32Array(pairs.length * 2);
const dir = new Float32Array(pairs.length * 2);
pairs.forEach(({ a, b, impact }, i) => {
pos.set(a, i * 6);
pos.set(b, i * 6 + 3);
const len = Math.hypot(b[0] - a[0], b[1] - a[1], b[2] - a[2]);
dist[i * 2] = impact ? 0 : len;
dist[i * 2 + 1] = impact ? len : 0;
dir[i * 2] = dir[i * 2 + 1] = impact ? 1 : 0;
});
const geo = new THREE.BufferGeometry();
geo.setAttribute('position', new THREE.BufferAttribute(pos, 3));
geo.setAttribute('aDist', new THREE.BufferAttribute(dist, 1));
geo.setAttribute('aDir', new THREE.BufferAttribute(dir, 1));
blastBeams = new THREE.LineSegments(geo, new THREE.ShaderMaterial({
uniforms: {
uTime: { value: 0 },
uColor: { value: new THREE.Color(...theme.beam) },
uColorIn: { value: new THREE.Color(...(theme.beamIn ?? theme.beam)) },
},
vertexShader: /* glsl */`
attribute float aDist;
attribute float aDir;
varying float vD;
varying float vDir;
void main() {
vD = aDist;
vDir = aDir;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: /* glsl */`
uniform float uTime;
uniform vec3 uColor;
uniform vec3 uColorIn;
varying float vD;
varying float vDir;
void main() {
// tren de pulsos avanzando por la línea (cada ~8 unidades); la
// línea base se mantiene bien visible entre pulsos
float w = fract(vD * 0.125 - uTime * 1.4);
float pulse = exp(-pow((w - 0.2) * 6.0, 2.0));
vec3 col = mix(uColor, uColorIn, vDir);
gl_FragColor = vec4(col * (0.6 + pulse * 2.4), 0.5 + pulse * 0.5);
}`,
transparent: true,
blending: BLEND,
depthWrite: false,
}));
blastBeams.renderOrder = 3;
group.add(blastBeams);
}
function tickBeams(timeMs) {
if (blastBeams) blastBeams.material.uniforms.uTime.value = timeMs / 1000;
}
// modos de coloreado: reescribe los colores base de nodos y ficheros
// (fileColorFn/nodeColorFn → [r,g,b] o null para el color por defecto)
function setModeColors(fileColorFn, nodeColorFn) {
for (const node of boxNodes) {
const col = nodeColorFn?.(node) ?? (ROLE_COLOR[node.role] ?? ROLE_COLOR.cajon);
node.baseColor = col.map(c => c * (node.lineDim ?? 1));
paintNode(node, 0);
}
for (const f of model.files) {
const dim = dimOf(f);
const col = fileColorFn?.(f) ?? FILE_BASE;
fileBase[f.id] = col.map(c => c * dim);
paintFile(f.id, 0);
}
// se ha tocado todo: mejor una única subida completa que miles de rangos
colorAttr.clearUpdateRanges();
filesMesh.instanceColor.clearUpdateRanges();
}
function fillBoxes(boxesWithGlow) {
fillPool.forEach((mesh, i) => {
const entry = boxesWithGlow[i];
if (!entry) { mesh.visible = false; return; }
const { box, glow } = entry;
mesh.scale.set(box.sx, box.sy, box.sz);
mesh.position.set(box.cx, box.cy, box.cz);
mesh.material.opacity = 0.008 + glow * 0.045;
mesh.visible = true;
});
}
// leyenda serigrafiada (conmutable)
const legend = buildLegend(model, byArea, theme);
group.add(legend);
let groundOpaque = false;
const groundBaseOpacity = 0.8;
let visualSettings = {};
function setVisuals(v = {}) {
visualSettings = { ...visualSettings, ...v };
const linesMul = visualSettings.lines ?? 1;
const filesMul = visualSettings.files ?? 1;
const glassMul = visualSettings.glass ?? 1;
const facadeMul = visualSettings.facades ?? 1;
const labelMul = visualSettings.labels ?? 1;
const groundMul = visualSettings.ground ?? 1;
lines.material.opacity = Math.min(1, lineBaseOpacity * linesMul);
fileMat.opacity = Math.min(1, fileBaseOpacity * filesMul);
if (!groundOpaque) ground.material.opacity = Math.min(1, groundBaseOpacity * groundMul);
for (const shell of shells) {
const mat = shell.material;
mat.uniforms.uDim.value = (mat.userData.baseDim ?? cityDim) * glassMul;
}
group.traverse((o) => {
const mats = Array.isArray(o.material) ? o.material : [o.material];
for (const mat of mats) {
if (mat?.userData?.vccKind === 'facade') mat.opacity = Math.min(1, facadeMul);
if (mat?.userData?.vccKind === 'label') mat.opacity = Math.min(1, labelMul);
}
});
}
function dispose() {
scene.remove(group);
const geometries = new Set();
const materials = new Set();
group.traverse((o) => {
if (o.geometry) geometries.add(o.geometry);
for (const m of Array.isArray(o.material) ? o.material : [o.material]) {
if (m) materials.add(m);
}
});
for (const g of geometries) g.dispose();
for (const m of materials) {
m.map?.dispose?.();
m.dispose();
}
}
return {
group, lines, shells, filesMesh, ground, legend,
paintNode, paintFile, clearGlows, fillBoxes, dispose, setModeColors, setBlastBeams, tickBeams, setVisuals,
setLegend: (v) => { legend.visible = v; },
// suelo opaco/translúcido. Opaco = escribe profundidad y se dibuja en la
// pasada de opacos: oculta de verdad los sótanos (ficheros ignorados)
setGroundOpaque: (v) => {
groundOpaque = v;
const m = ground.material;
m.opacity = v ? 1 : Math.min(1, groundBaseOpacity * (visualSettings.ground ?? 1));
m.transparent = !v;
m.depthWrite = v;
m.needsUpdate = true;
},
redrawFacade: (building, highlightKeys) => drawFacade(building, highlightKeys, theme),
};
}