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