draft attach item to ceiling
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@ -1,4 +1,5 @@
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import {
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type CeilingEvent,
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emitter,
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type GridEvent,
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ItemNode,
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@ -113,6 +114,7 @@ export const ItemTool: React.FC = () => {
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const selectedItem = useEditor((state) => state.selectedItem)
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const { canPlaceOnFloor, canPlaceOnWall } = useSpatialQuery()
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const isOnWall = useRef(false)
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const isOnCeiling = useRef(false)
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useEffect(() => {
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if (!selectedItem) {
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@ -120,12 +122,15 @@ export const ItemTool: React.FC = () => {
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}
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let currentWallId: string | null = null
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let currentCeilingId: string | null = null
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const checkCanPlace = () => {
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const currentLevelId = useViewer.getState().selection.levelId
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if (currentLevelId && draftItem.current) {
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let placeable = true
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if (draftItem.current.asset.attachTo) {
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if (draftItem.current.asset.attachTo === 'ceiling') {
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placeable = isOnCeiling.current && !!currentCeilingId
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} else if (draftItem.current.asset.attachTo) {
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if (!isOnWall.current || !currentWallId) {
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placeable = false
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} else {
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@ -181,7 +186,7 @@ export const ItemTool: React.FC = () => {
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const onGridMove = (event: GridEvent) => {
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if (!cursorRef.current) return
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if (isOnWall.current) return
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if (isOnWall.current || isOnCeiling.current) return
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const [dimX, , dimZ] = selectedItem.dimensions
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gridPosition.current.set(
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@ -201,7 +206,7 @@ export const ItemTool: React.FC = () => {
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}
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const onGridClick = (event: GridEvent) => {
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const currentLevelId = useViewer.getState().selection.levelId
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if (isOnWall.current) return
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if (isOnWall.current || isOnCeiling.current) return
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if (!currentLevelId || !draftItem.current || !checkCanPlace()) return
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@ -358,12 +363,125 @@ export const ItemTool: React.FC = () => {
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}
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}
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// ====================================================================
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// CEILING HANDLERS
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// ====================================================================
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const onCeilingEnter = (event: CeilingEvent) => {
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if (draftItem.current?.asset.attachTo !== 'ceiling') return
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if (
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useViewer.getState().selection.levelId !==
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resolveLevelId(event.node, useScene.getState().nodes)
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) {
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return
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}
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event.stopPropagation()
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isOnCeiling.current = true
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currentCeilingId = event.node.id
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const [dimX, , dimZ] = selectedItem.dimensions
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const itemHeight = selectedItem.dimensions[1]
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gridPosition.current.set(
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snapToGrid(event.position[0], dimX),
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-itemHeight,
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snapToGrid(event.position[2], dimZ),
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)
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cursorRef.current.position.set(
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gridPosition.current.x,
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event.position[1] - itemHeight,
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gridPosition.current.z,
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)
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draftItem.current.parentId = event.node.id
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: event.node.id,
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})
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checkCanPlace()
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}
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const onCeilingMove = (event: CeilingEvent) => {
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if (!isOnCeiling.current || !draftItem.current) return
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event.stopPropagation()
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const [dimX, , dimZ] = selectedItem.dimensions
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const itemHeight = selectedItem.dimensions[1]
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gridPosition.current.set(
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snapToGrid(event.position[0], dimX),
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-itemHeight,
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snapToGrid(event.position[2], dimZ),
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)
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cursorRef.current.position.set(
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gridPosition.current.x,
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event.position[1] - itemHeight,
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gridPosition.current.z,
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)
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checkCanPlace()
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if (draftItem.current) {
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draftItem.current.position = [
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gridPosition.current.x,
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gridPosition.current.y,
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gridPosition.current.z,
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]
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const draftItemMesh = sceneRegistry.nodes.get(draftItem.current.id)
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if (draftItemMesh) {
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draftItemMesh.position.copy(gridPosition.current)
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}
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}
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}
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const onCeilingClick = (event: CeilingEvent) => {
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if (!isOnCeiling.current) return
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event.stopPropagation()
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const currentLevelId = useViewer.getState().selection.levelId
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if (!currentLevelId || !draftItem.current || !checkCanPlace()) return
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useScene.temporal.getState().resume()
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: event.node.id,
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metadata: stripTransient(draftItem.current.metadata),
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})
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draftItem.current = null
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useScene.temporal.getState().pause()
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createDraftItem()
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checkCanPlace()
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}
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const onCeilingLeave = (event: CeilingEvent) => {
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if (!isOnCeiling.current) return
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isOnCeiling.current = false
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currentCeilingId = null
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event.stopPropagation()
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if (!draftItem.current) return
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const currentLevelId = useViewer.getState().selection.levelId
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draftItem.current.parentId = currentLevelId
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: currentLevelId,
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})
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checkCanPlace()
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}
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emitter.on('grid:move', onGridMove)
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emitter.on('grid:click', onGridClick)
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emitter.on('wall:enter', onWallEnter)
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emitter.on('wall:move', onWallMove)
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emitter.on('wall:click', onWallClick)
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emitter.on('wall:leave', onWallLeave)
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emitter.on('ceiling:enter', onCeilingEnter)
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emitter.on('ceiling:move', onCeilingMove)
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emitter.on('ceiling:click', onCeilingClick)
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emitter.on('ceiling:leave', onCeilingLeave)
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// Keyboard rotation handlers
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const ROTATION_STEP = Math.PI / 2 // 90 degrees
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@ -417,12 +535,16 @@ export const ItemTool: React.FC = () => {
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emitter.off('wall:leave', onWallLeave)
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emitter.off('wall:click', onWallClick)
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emitter.off('wall:move', onWallMove)
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emitter.off('ceiling:enter', onCeilingEnter)
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emitter.off('ceiling:move', onCeilingMove)
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emitter.off('ceiling:click', onCeilingClick)
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emitter.off('ceiling:leave', onCeilingLeave)
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window.removeEventListener('keydown', onKeyDown)
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}
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}, [selectedItem, canPlaceOnFloor, canPlaceOnWall])
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useFrame((_, delta) => {
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if (draftItem.current && !isOnWall.current) {
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if (draftItem.current && !isOnWall.current && !isOnCeiling.current) {
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const draftItemMesh = sceneRegistry.nodes.get(draftItem.current.id)
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if (draftItemMesh) {
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draftItemMesh.position.lerp(gridPosition.current, delta * 20)
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@ -1,10 +1,12 @@
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import dedent from 'dedent'
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import { z } from 'zod'
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import { BaseNode, nodeType, objectId } from '../base'
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import { ItemNode } from './item'
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export const CeilingNode = BaseNode.extend({
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id: objectId('ceiling'),
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type: nodeType('ceiling'),
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children: z.array(ItemNode.shape.id).default([]),
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// Specific props
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// Polygon boundary - array of [x, z] coordinates defining the ceiling
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polygon: z.array(z.tuple([z.number(), z.number()])),
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@ -3,6 +3,7 @@ import { useRef } from 'react'
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import { faceDirection, float, mix } from 'three/tsl'
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import { DoubleSide, type Mesh, MeshStandardNodeMaterial } from 'three/webgpu'
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import { useNodeEvents } from '../../../hooks/use-node-events'
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import { NodeRenderer } from '../node-renderer'
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// TSL material that renders differently based on face direction:
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// - Back face (looking up at ceiling from below): solid
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@ -27,6 +28,9 @@ export const CeilingRenderer = ({ node }: { node: CeilingNode }) => {
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<mesh ref={ref} material={ceilingMaterial} {...handlers}>
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{/* CeilingSystem will replace this geometry in the next frame */}
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<boxGeometry args={[0, 0, 0]} />
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{node.children.map((childId) => (
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<NodeRenderer key={childId} nodeId={childId} />
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))}
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</mesh>
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)
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}
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@ -32,8 +32,8 @@ const Viewer: React.FC<ViewerProps> = ({ children }) => {
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>
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<color attach="background" args={['#ececec']} />
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<directionalLight position={[10, 10, 5]} intensity={1.5} castShadow />
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<Environment preset="sunset" />
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<directionalLight position={[10, 10, 5]} intensity={0.5} castShadow />
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<Environment preset="sunset" environmentIntensity={0.3} />
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<Bvh>
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<SceneRenderer />
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</Bvh>
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