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perf(core,viewer): stop rebuilding wall geometry every frame - #556

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Aymericr merged 4 commits into
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toycenterboss-bot:pr/wall-geometry-rebuild
Aug 4, 2026
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perf(core,viewer): stop rebuilding wall geometry every frame#556
Aymericr merged 4 commits into
pascalorg:mainfrom
toycenterboss-bot:pr/wall-geometry-rebuild

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@toycenterboss-bot toycenterboss-bot commented Jul 28, 2026

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What does this PR do?

Wall geometry, mitre joints and slab support were recomputed inside the render
loop, so every frame paid for work whose inputs had not changed. On an imported
floor with 1089 walls the first level build took 59 s and the editor was
unusable until it finished. This PR caches the derived results and invalidates
them only when the walls, the level or the openings actually change: mitre
solving keeps a per-level result keyed by the exact wall fields the miters
depend on, slab support holds its effective slab/wall records by identity
instead of re-deriving them once per wall, and the rendered-polygon lookup
memoises against those same arrays. The same level now builds in 0.01 s.

No behaviour changes — the geometry produced is identical, it is simply produced
once instead of once per frame.

Related to #492 — the per-frame recompute is one of the paths that makes wall
interaction stutter on large scenes. Measurements and method are in
a comment on that issue.

Scene Wall nodes First level build
imported floor plan 1089 59 s → 0.01 s

The second commit clears the new level-miter cache when WallSystem unmounts —
it lives at module scope, so without that a remount or a second project in the
same tab keeps the previous level's wall arrays reachable. Editor teardown
already resets the other shared singletons; this makes the cache follow the same
rule, and the rule is now written down in wiki/architecture/systems.md.

How to test

  1. bun dev and open a scene with a few hundred walls (any floor plan import will do).
  2. Watch the time between opening the scene and the first painted frame — it should
    be immediate rather than a multi-second freeze.
  3. Orbit the camera and confirm wall joints, openings and slab-supported wall tops
    look exactly as they did before.
  4. Move a wall with the move tool and confirm its neighbours re-mitre immediately —
    the cache must invalidate, not go stale.
  5. Navigate out of the editor and back in, then open a different project in the same
    tab — the miter cache must not carry entries from the previous level.
  6. bun testwall-mitering, slab-support and spatial-grid suites cover the
    invalidation paths.

Screenshots / screen recording

N/A — no visual change. The output geometry is identical; only the time to produce
it changes. Happy to add a before/after screen recording of the load freeze if that
would help review.

Checklist

  • I've tested this locally with bun dev
  • My code follows the existing code style (run bun check to verify)
  • I've updated relevant documentation (if applicable)
  • This PR targets the main branch

Note

Medium Risk
Caching and junction prefiltering must invalidate on the right inputs; incorrect hits would show wrong joints or wall bases, though tests cover miter cache equality and grid ordering.

Overview
Stops recomputing unchanged wall geometry work every frame on large imports (~1000+ walls), cutting first-level build from tens of seconds to near-instant while keeping output identical.

Miter solving now goes through a per-level cache (getCachedLevelMiters) that compares the wall fields miters depend on (not array identity), so progressive rebuilds that pass fresh arrays each frame still hit. T-junction discovery in findJunctions uses a spatial grid over wall AABBs instead of scanning every wall per junction, with passthrough walls still appended in input order so collinear thickness ties stay correct. Slab support reuses one derived slab/wall list per level per frame (getSupportInputs in spatialGridManager) and memoizes rendered slab polygons inside computeWallSlabSupport when those arrays are stable. getLevelElevations is weak-memoized on the nodes slice. WallCutout only rebuilds the full-scene wall appearance key when nodes, materials, shading, or wall count change.

The level miter cache is cleared on WallSystem unmount so remounts/projects in the same tab do not retain stale entries; docs add a rule to clear module-level caches like other singletons.

Reviewed by Cursor Bugbot for commit d87e4fa. Bugbot is set up for automated code reviews on this repo. Configure here.

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Cursor Bugbot has reviewed your changes using high effort and found 1 potential issue.

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Comment thread packages/viewer/src/systems/wall/wall-system.tsx Outdated
toycenterboss-bot and others added 3 commits August 4, 2026 15:11
Three separate hot paths were doing full-scene work per frame on a
1081-wall floor, adding up to 5.6 s of main-thread stalls per six
scroll ticks:

- findJunctions was O(J x N) over every wall end; a spatial-grid
  prefilter narrows it to real neighbours (level assembly 59.3 s ->
  0.01 s, calculateLevelMiters 436 ms -> 10.8 ms, identical output)
- miter data is now cached per level and keyed on the exact wall
  inputs, so draining the dirty queue no longer recomputes it
- getLevelElevations was called inside the per-wall loop; memoised
- slab support and the wall appearance key were both unstable, which
  retriggered opening cutouts on every frame for no reason

Measured on scene e5f5822f8837, six wheel ticks in split view:
long tasks 5652 ms -> 4322 ms -> 0 ms.

Co-Authored-By: Claude <noreply@anthropic.com>
The cache lives at module scope, so it outlived the mount it was created
for: every level ever visited kept its wall array reachable, and a remount
or a second project in the same tab simply added more. Editor teardown
already resets the other shared singletons; the cache now does the same
from the system's unmount effect.

Also records the rule in the systems wiki, since the same trap is waiting
for the next module-level memo.

Co-Authored-By: Claude <noreply@anthropic.com>
The grid prefilter visits the per-cell bucket before the oversized-wall
fallback, so a wall spanning more than JUNCTION_GRID_MAX_CELLS_PER_WALL
cells was appended after shorter walls it precedes in the input. Collinear
walls overlapping a junction tie on angle, and the sort in
calculateJunctionIntersections is stable, so that reordering picked the
other wall's thickness for the miter: a 20 m facade with a collinear infill
of a different thickness moved the spur's boundary by 0.32 m. Restore the
input order before appending.

Extract the level miter cache so it is reachable from a test — replacing
sameMiterInputs with `return true` previously left the whole suite green,
which meant the cache the PR is built around had no coverage at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
@Aymericr
Aymericr force-pushed the pr/wall-geometry-rebuild branch from 1b54ec2 to 7acdcd4 Compare August 4, 2026 19:15
The single-slot memo held a strong reference to the whole node record, so
closing a project left its entire graph reachable until the next call. The
adjacent wrapper in terrain-support.ts already uses a WeakMap for the same
value; match it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

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This is the best-diagnosed performance PR this repo has received, and the win is real — I measured it rather than taking the numbers on trust. calculateLevelMiters on synthetic levels, main vs this branch:

walls main branch speedup
100 1.37 ms 0.26 ms 5.3×
500 22.10 ms 1.61 ms 13.7×
1089 88.01 ms 1.12 ms 78×

Repeated every frame while the progressive queue drains, that is the multi-second freeze in #492. The AABB argument is sound: a T-junction can only exist where the point lies on the segment, so it must lie in the wall's AABB, and the cell containing the point is always one the wall was indexed into. Bucketing loses nothing. Writing the dirty-tracking rule into wiki/architecture/systems.md is exactly where it belongs.

maintainerCanModify was on, so rather than send you round again I pushed four commits. Please review them — they are changes to your work, and I will drop any you disagree with.

1. Rebased onto main. One conflict, one hunk, in getSlabSupportForWall: main added a terrain-aware levelBase, a !slabMap early return and a supportOffset post-adjustment; you replaced the two inline .map()s with getSupportInputs. Both are wanted, so the resolution keeps main's guard and elevation handling and takes your cached inputs. CONFLICTINGMERGEABLE.

2. Fixed a geometry difference in the grid prefilter. The comment claims the result is "bit-identical to the naive pass". It is not:

for (const bucket of [cellCandidates, oversized]) {   // ← cell bucket always first

A wall covering more than JUNCTION_GRID_MAX_CELLS_PER_WALL (64) cells goes to oversized, scanned after the per-cell bucket — so an oversized wall is appended after shorter walls that precede it in walls. That matters because collinear walls overlapping a junction tie on angle, and the sort in calculateJunctionIntersections is stable, so append order decides which wall's thickness the miter uses.

A 20 m diagonal facade at 0.6 thickness, a collinear 8 m infill at 0.15, a spur at (8,8):

main:   connectedWalls = [spur, long, infill]   spur.startLeft.y = 8.2743
branch: connectedWalls = [spur, infill, long]   spur.startLeft.y = 7.9561

0.32 m of drift. The threshold is easy to hit: a 45° wall goes oversized past ~20 m of length (14 m extent = 81 cells), any horizontal wall past ~100 m. Over 4003 generated cases, 1503 diverged.

The fix buffers the matches and appends them in input order. After it, main and branch agree on all 4003 cases — full connectedWalls ordering, junctionData, and every wall's boundary quad. Two regression tests in wall-mitering.test.ts; deleting the sort makes the first one fail, so it is not a vacuous test. I also corrected the comment, since "identical" is now a claim the tests back.

In fairness, this is not you breaking correct geometry. I checked whether main is order-independent here, and it is not: the same three walls as [a,b,c] vs [b,a,c] give main 8.2743 vs 7.9561 — the same two values. So main already returns an answer that depends on scene-graph array order, and your change picks a different arbitrary one. That downgrades this from "silent corruption" to "changes which coin-flip wins". Still worth exact parity, because otherwise the same file reloads with different joints after this lands. The tie-break itself is a pre-existing latent bug; I will file it separately rather than grow this PR.

3. Added the missing miter-cache tests. The description says the wall-mitering, slab-support and spatial-grid suites cover the invalidation paths. I mutation-tested each new cache — broke its invalidation, ran the full suite:

cache mutation result
polygonMemo (slab-support.ts) never reset 3 fail
supportInputs (spatial-grid-manager.ts) ignore revision/identity guards 1 fail
levelMiterCache (wall-system.tsx) sameMiterInputsreturn true 0 fail

Two of three are genuinely covered. The headline cache had none: it could serve a permanently stale miter solution with all 818 tests green — and a stale hit silently rendering wrong joints is the exact risk your own comment names.

It was not reachable from a test where it sat, so I extracted it to packages/viewer/src/systems/wall/level-miter-cache.ts (the closure-factory pattern this repo already uses, since there is no DOM/React test infra) and added level-miter-cache.test.ts: reuse across equal-but-not-identical arrays, recompute on move, per-level keying, clear() on teardown, one case per compared field. That same mutation now fails 7 tests.

4. Made the level-elevation memo weakly keyed. The new single-slot memo in storey.ts holds a strong reference to the whole nodes record, so closing a project keeps its entire graph reachable until the next call. terrain-support.ts:55 already wraps this same function in a WeakMap for that reason — I matched it. Worth noting your memo is not redundant with that wrapper: space-detection.ts:979 and stair-opening-sync.ts:610,630 call getLevelElevations directly and bypass it, so memoizing at the function is the better placement. Only the strong retention needed changing.

Verification on the final state:

  • bun run check — clean
  • bun run check-types — 9/9 tasks
  • bun run test — 12/12 tasks, 2882 pass / 0 fail

Two notes, neither a change request. Bugbot's only finding ("miter cache never cleared") was already fixed by your own e54ff9d6. And "How to test" step 6 says bun test — that is a Bun builtin which shadows the package script and never invokes Turborepo, so it does not run what it looks like; bun run test is the gate.

Ready to merge once you have looked over the four commits and confirmed you are happy with them — particularly the ordering fix, since it changes output the comment asserted was unchanged.

@Aymericr

Aymericr commented Aug 4, 2026

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CI is green now (it was sitting at action_required as a fork PR — approved both runs). quality, ci, and Bugbot all pass, and the branch is mergeable.

Follow-up filed as promised in my review: #581 covers the pre-existing junction-ordering bug. To restate the scope so it isn't misread as a regression from this PR — processedWalls.sort((a, b) => a.angle - b.angle) in wall-mitering.ts has no tie-break, so two exactly-collinear walls at a junction get paired in whatever order scene iteration produced. That predates this branch; your caching work is what made ordering load-bearing for cache identity and surfaced it. #581 also flags checking whether level-miter-cache.ts keys on anything order-dependent, since a non-deterministic order there would mean a cache valid in one session and stale in the next.

Merging. The per-frame rebuild this removes was a real cost on any scene with a meaningful wall count, and the cache test coverage is what makes it safe to take.

@Aymericr
Aymericr merged commit cd6db70 into pascalorg:main Aug 4, 2026
3 checks passed
Aymericr added a commit to mvanhorn/editor that referenced this pull request Aug 4, 2026
…base elevation

pascalorg#556 landed an identity-keyed WeakMap memo on getLevelElevations after this
branch last ran green. The new base-elevation case mutated `stackedNodes`
in place, so the second resolveStairTotalRise call handed the memo the same
object and got the cached 2.9 back instead of 2.1.

The memo's contract holds in production — every store write publishes a new
record (updateNodesAction spreads into `nextNodes`) — so the fix belongs in
the test. The sibling storey-height case in this same file already builds a
fresh record; match it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Aymericr added a commit that referenced this pull request Aug 4, 2026
* feat(viewer): per-level base elevation parameter

baseElevation is an offset: it shifts the level and every level above
it within the same building (cumulative). Integrated into the level
stacking computation so stacked, exploded, solo, floorplan, and
snap-to-true-positions all respect it. Includes focused tests.

Closes #209

* fix: thread baseElevation through slab clamps, elevator stacking and migration

Three Bugbot findings, all the same shape: baseElevation was applied in
one path and ignored in another.

- Covering-slab math assumed the floor above sat exactly one stored storey
  height away, so wall and ceiling clamps ignored the offset. A positive
  offset over-shortened walls under thick slabs and a negative one let them
  penetrate the slab above. Floor-to-floor distance now comes from the
  stacked elevations (above.baseY - current.baseY) via one helper, so the
  clamp math and getLevelElevations cannot drift apart.
- Stair rise used the stored storey height for the same reason; it now uses
  the same helper.
- Elevator level tables and the first-person elevator colliders built
  cumulative Y from storey heights, so cab stops desynced from the visible
  floors. Both now read baseY from getLevelElevations. first-person-controls
  had its own near-copy of that logic, which is deleted in favour of the
  shared resolveElevatorLevels.
- Levels loaded from older project JSON could omit baseElevation, which made
  the editor control render NaN. Migration now normalizes it to 0 alongside
  level and children, with a defensive fallback at the control.

* viewer: stop the level-system test mocking core, and fix the type gate

The quality gate was red for two reasons.

1. `frameCallback?.({}, delta)` typed `never`. The useFrame mock assigns
   that binding while LevelSystem() runs, which TypeScript cannot see, so
   after the `frameCallback = null` reset it narrowed the binding to
   `null`. Reading it through a function keeps the declared type.

2. `mock.module('@pascal-app/core', ...)` replaced core's entire export
   surface. mock.module is process-wide and Bun does not restore it, so
   every viewer suite that ran after this file got the fake core: running
   the systems directory went from 47 pass / 0 fail to 29 / 2, and a
   whole-repo run lost 32 tests, including
   wall-support-extension's covering-slab case. The failure looked like a
   baseElevation regression and was not one.

   Core does not need mocking here — `sceneRegistry` is a real in-memory
   store with a `clear()`, and `useScene` is a zustand store with
   `setState`. The test now drives both directly and only mocks
   `@react-three/fiber` and `use-viewer`, the two modules that genuinely
   need a renderer or a React context. Dropping the `lerp` mock too: the
   real one is already pure.

Also adds the now-required `baseElevation` to the level fixture in
wall-drafting.test.ts — the schema default makes it required on
LevelNode's output type, so the existing `as AnyNode` cast no longer
held.

Gates on the merge ref (main merged in): check clean, check-types 9/9,
test 12/12 tasks with 0 fail, build 7/7.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* test(core): build a fresh nodes record when re-asserting the lowered base elevation

#556 landed an identity-keyed WeakMap memo on getLevelElevations after this
branch last ran green. The new base-elevation case mutated `stackedNodes`
in place, so the second resolveStairTotalRise call handed the memo the same
object and got the cached 2.9 back instead of 2.1.

The memo's contract holds in production — every store write publishes a new
record (updateNodesAction spreads into `nextNodes`) — so the fix belongs in
the test. The sibling storey-height case in this same file already builds a
fresh record; match it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

* fix(core): take the highest ceiling in the stack as the elevator shaft top

The editor-side helper this PR consolidates into resolveElevatorLevels
guarded the stack top with Math.max over every level; the core version
reads only the topmost level. With the new baseElevation that is no longer
the same thing — a negative offset can sink the top level's ceiling below
the level beneath it, and the shaft then tops out under a served level and
clips the cab (3 m -> 2.5 m for a -2.5 m offset on a 2 m top storey).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

---------

Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com>
Co-authored-by: Aymeric Rabot <aymeric.rabot@gmail.com>
Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
@toycenterboss-bot

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Thanks for taking this through review, and for #581 -> #596 — good to see the ordering trap closed properly rather than papered over.

One small thing, flagged so it does not simply get lost: #598 added Unreleased entries for #596 and #597, and there is no line for #556. The section currently only has a ### Fixes heading and this was a performance change, so it may just be that there is no ### Performance heading yet, or that perf entries are batched at release time. If an entry is wanted, I am happy to open a one-line PR — just say which heading it should sit under.

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