Wassim SAMAD 15d36c12b1 fix(editor): zone drafting respects the snapping mode + shows its HUD chip
Two zone fixes.

helper-manager: the contextual HUD only rendered for tools with `def.toolHints`,
so zone (none) showed no HUD and no snapping chip even though it resolves a snap
context. Render the generic RegisteredToolHelper whenever the tool has hints OR a
snap/continuation context; hoist the legacy `roof` RoofHelper above it so the new
fallback doesn't capture it. Any snappable hint-less draft tool now advertises
Shift = cycle.

zone-tool: a not-yet-migrated legacy tool — it used Shift as a snap bypass and
applied `gridSnapStep` unconditionally, so Off mode still snapped to grid.
Migrated to the mode-driven exclusive-modes convention (zone resolves to the
'wall' context): grid quantize gated on isGridSnapActive(), 15° ray gated on
isAngleSnapActive(), Off/Lines leave the raw cursor. Dropped the Shift-bypass and
its key listeners — Shift now cycles the mode globally. Recorded as migrated in
the review skill's known-legacy list.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 21:29:50 -04:00

391 lines
12 KiB
TypeScript

import {
DEFAULT_ANGLE_STEP,
emitter,
type GridEvent,
type LevelNode,
snapPointAlongAngleRay,
useScene,
ZoneNode,
} from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, DoubleSide, type Group, type Line, Shape, Vector3 } from 'three'
import { EDITOR_LAYER } from './../../../lib/constants'
import { sfxEmitter } from './../../../lib/sfx-bus'
import { snapWorldXZForActiveBuilding } from './../../../lib/world-grid-snap'
import useEditor, { isAngleSnapActive, isGridSnapActive } from './../../../store/use-editor'
import { CursorSphere } from '../shared/cursor-sphere'
const Y_OFFSET = 0.02
/**
* Creates a zone with the given polygon points
*/
const commitZoneDrawing = (levelId: LevelNode['id'], points: Array<[number, number]>) => {
const { createNode, nodes } = useScene.getState()
// Count existing zones for naming and color cycling
const zoneCount = Object.values(nodes).filter((n) => n.type === 'zone').length
const name = `Zone ${zoneCount + 1}`
// Default to blue, cycle through palette for subsequent zones
const color = '#3b82f6'
const zone = ZoneNode.parse({
name,
polygon: points,
color,
})
createNode(zone, levelId)
// Select the newly created zone
useViewer.getState().setSelection({ zoneId: zone.id })
// Play structure build sound
sfxEmitter.emit('sfx:structure-build')
}
type PreviewState = {
points: Array<[number, number]>
cursorPoint: [number, number] | null
levelY: number
}
// Helper to validate point values (no NaN or Infinity)
const isValidPoint = (pt: [number, number] | null | undefined): pt is [number, number] => {
if (!pt) return false
return Number.isFinite(pt[0]) && Number.isFinite(pt[1])
}
export const ZoneTool: React.FC = () => {
const cursorRef = useRef<Group>(null)
const mainLineRef = useRef<Line>(null!)
const closingLineRef = useRef<Line>(null!)
const pointsRef = useRef<Array<[number, number]>>([])
const previousSnappedPointRef = useRef<[number, number] | null>(null)
const levelYRef = useRef(0) // Track current level Y position
const currentLevelId = useViewer((state) => state.selection.levelId)
const setTool = useEditor((state) => state.setTool)
// Preview state for reactive rendering (for shape and point markers)
const [preview, setPreview] = useState<PreviewState>({
points: [],
cursorPoint: null,
levelY: 0,
})
useEffect(() => {
if (!currentLevelId) return
let cursorPosition: [number, number] = [0, 0]
let rawCursorPosition: [number, number] = [0, 0]
// Initialize line geometries
mainLineRef.current.geometry = new BufferGeometry()
closingLineRef.current.geometry = new BufferGeometry()
// Snapping follows the active mode (zone resolves to the 'wall' context):
// `angles` locks the ray to 15° from the last vertex, `grid` quantizes the
// distance along it, `lines` / `off` leave the raw cursor. No held-Shift
// bypass — Shift cycles the mode (see interaction-scope.md).
const snapDraftPoint = (
lastPoint: [number, number],
_gridPoint: [number, number],
rawPoint: [number, number],
): [number, number] => {
const angleStep = isAngleSnapActive() ? DEFAULT_ANGLE_STEP : 0
const gridStep = isGridSnapActive() ? useEditor.getState().gridSnapStep : 0
if (angleStep === 0 && gridStep === 0) return rawPoint
const [x, z] = snapPointAlongAngleRay(lastPoint, rawPoint, angleStep, gridStep)
return [x, z]
}
const updateLines = () => {
const points = pointsRef.current
const y = levelYRef.current + Y_OFFSET
if (points.length === 0) {
mainLineRef.current.visible = false
closingLineRef.current.visible = false
return
}
// Build main line points
const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, y, z))
// Add cursor point
const lastPoint = points[points.length - 1]
if (lastPoint) {
const snapped = snapDraftPoint(lastPoint, cursorPosition, rawCursorPosition)
if (isValidPoint(snapped)) {
linePoints.push(new Vector3(snapped[0], y, snapped[1]))
}
}
// Update main line geometry
if (linePoints.length >= 2) {
mainLineRef.current.geometry.dispose()
mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints)
mainLineRef.current.visible = true
} else {
mainLineRef.current.visible = false
}
// Update closing line (from cursor back to first point)
const firstPoint = points[0]
if (points.length >= 2 && lastPoint && isValidPoint(firstPoint)) {
const snapped = snapDraftPoint(lastPoint, cursorPosition, rawCursorPosition)
if (isValidPoint(snapped)) {
const closingPoints = [
new Vector3(snapped[0], y, snapped[1]),
new Vector3(firstPoint[0], y, firstPoint[1]),
]
closingLineRef.current.geometry.dispose()
closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints)
closingLineRef.current.visible = true
}
} else {
closingLineRef.current.visible = false
}
}
const updatePreview = () => {
const points = pointsRef.current
const lastPoint = points[points.length - 1]
let cursorPt: [number, number] | null = null
if (lastPoint) {
cursorPt = snapDraftPoint(lastPoint, cursorPosition, rawCursorPosition)
} else if (points.length === 0) {
cursorPt = cursorPosition
}
setPreview({ points: [...points], cursorPoint: cursorPt, levelY: levelYRef.current })
updateLines()
}
const onGridMove = (event: GridEvent) => {
if (!cursorRef.current) return
// World-grid snap projected into building-local; rotated buildings
// used to pull the snap off the visible grid lines. Grid quantize only
// in grid mode; off / lines / angles leave the raw cursor for the first
// vertex (later vertices snap along the ray in `snapDraftPoint`).
const [gridX, gridZ] = isGridSnapActive()
? snapWorldXZForActiveBuilding(
event.position[0],
event.position[2],
useEditor.getState().gridSnapStep,
).local
: [event.localPosition[0], event.localPosition[2]]
cursorPosition = [gridX, gridZ]
rawCursorPosition = [event.localPosition[0], event.localPosition[2]]
levelYRef.current = event.localPosition[1]
// If we have points, snap to the 15° ray from the last point
const lastPoint = pointsRef.current[pointsRef.current.length - 1]
const displayPoint = lastPoint
? snapDraftPoint(lastPoint, cursorPosition, rawCursorPosition)
: cursorPosition
// Play snap sound when the snapped position changes during drawing — only
// when a quantizing mode is active (off / lines move continuously).
if (
(isGridSnapActive() || isAngleSnapActive()) &&
pointsRef.current.length > 0 &&
previousSnappedPointRef.current &&
(displayPoint[0] !== previousSnappedPointRef.current[0] ||
displayPoint[1] !== previousSnappedPointRef.current[1])
) {
sfxEmitter.emit('sfx:grid-snap')
}
previousSnappedPointRef.current = displayPoint
cursorRef.current.position.set(displayPoint[0], event.localPosition[1], displayPoint[1])
updatePreview()
}
const onGridClick = (event: GridEvent) => {
if (!currentLevelId) return
const [gridX, gridZ] = isGridSnapActive()
? snapWorldXZForActiveBuilding(
event.position[0],
event.position[2],
useEditor.getState().gridSnapStep,
).local
: [event.localPosition[0], event.localPosition[2]]
let clickPoint: [number, number] = [gridX, gridZ]
// Snap to the 15° ray from the last point
const lastPoint = pointsRef.current[pointsRef.current.length - 1]
if (lastPoint) {
clickPoint = snapDraftPoint(lastPoint, clickPoint, [
event.localPosition[0],
event.localPosition[2],
])
}
// Check if clicking on the first point to close the shape
const firstPoint = pointsRef.current[0]
if (
pointsRef.current.length >= 3 &&
firstPoint &&
Math.abs(clickPoint[0] - firstPoint[0]) < 0.25 &&
Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
) {
// Create the zone
commitZoneDrawing(currentLevelId, pointsRef.current)
// Reset state
pointsRef.current = []
setPreview({ points: [], cursorPoint: null, levelY: levelYRef.current })
mainLineRef.current.visible = false
closingLineRef.current.visible = false
} else {
// Add point to polygon. Every non-closing vertex is a "start" tick;
// closing the polygon above fires the structure-build (end) cue.
sfxEmitter.emit('sfx:structure-build-start')
pointsRef.current = [...pointsRef.current, clickPoint]
updatePreview()
}
}
const onGridDoubleClick = (_event: GridEvent) => {
if (!currentLevelId) return
// Need at least 3 points to form a polygon
if (pointsRef.current.length >= 3) {
commitZoneDrawing(currentLevelId, pointsRef.current)
// Reset state
pointsRef.current = []
setPreview({ points: [], cursorPoint: null, levelY: levelYRef.current })
mainLineRef.current.visible = false
closingLineRef.current.visible = false
}
}
// Subscribe to events
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('grid:double-click', onGridDoubleClick)
return () => {
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('grid:double-click', onGridDoubleClick)
// Reset state on unmount
pointsRef.current = []
}
}, [currentLevelId])
const { points, cursorPoint, levelY } = preview
// Create preview shape when we have 3+ points
const previewShape = useMemo(() => {
if (points.length < 3) return null
const allPoints = [...points]
if (isValidPoint(cursorPoint)) {
allPoints.push(cursorPoint)
}
// THREE.Shape is in X-Y plane. After rotation of -PI/2 around X:
// - Shape X -> World X
// - Shape Y -> World -Z (so we negate Z to get correct orientation)
const firstPt = allPoints[0]
if (!isValidPoint(firstPt)) return null
const shape = new Shape()
shape.moveTo(firstPt[0], -firstPt[1])
for (let i = 1; i < allPoints.length; i++) {
const pt = allPoints[i]
if (isValidPoint(pt)) {
shape.lineTo(pt[0], -pt[1])
}
}
shape.closePath()
return shape
}, [points, cursorPoint])
return (
<group>
{/* Cursor */}
<CursorSphere ref={cursorRef} />
{/* Preview fill */}
{previewShape && (
<mesh
frustumCulled={false}
layers={EDITOR_LAYER}
position={[0, levelY + Y_OFFSET, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
opacity={0.15}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* Main line - uses native line element with TSL-compatible material */}
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={mainLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial color="#818cf8" depthTest={false} depthWrite={false} linewidth={3} />
</line>
{/* Closing line - uses native line element with TSL-compatible material */}
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={closingLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
depthTest={false}
depthWrite={false}
linewidth={2}
opacity={0.5}
transparent
/>
</line>
{/* Point markers */}
{points.map(([x, z], index) =>
isValidPoint([x, z]) ? (
<CursorSphere
color="#818cf8"
height={0}
key={index}
position={[x, levelY + Y_OFFSET + 0.01, z]}
showTooltip={false}
/>
) : null,
)}
</group>
)
}