Aymeric Rabot 48d5091bb3
UX polish: selection behavior, styling, and site panel improvements (#119)
* Remove .env.local guard; add portless dep

Remove the check that blocked a local .env.local in apps/editor's dev script and simplify the dev startup to source the root .env. Add portless@^0.4.2 to the project dependencies in package.json. Lockfile updated accordingly.

* Improve tool cursors, previews, and contextual tools

Revamp editor tool visuals and behaviour: replace mesh cursors with a new CursorSphere Group (adds ground marker, vertical indicator and optional tool icon tooltip), unify preview colors to #818cf8, add ground-level previews and ghost lines for ceiling and roof tools, and update slab/zone/wall visuals to match. Add automatic build-mode switching and contextual highlighting for structure tools via a new useContextualTools hook, and relax action-menu visibility checks so tool rows are shown even when not in build mode. Minor typing/import adjustments and small opacity/placement tweaks across multiple tool components.

* Keep tools active and refine action-menu styles

Stop auto-deactivating tools in RoofTool and ZoneTool by removing setTool(null) (and setMode('select') in roof). Add hasActiveTool checks and small layout padding to FurnishTools and StructureTools, and update button classes to improve visual emphasis: smoother transitions, stronger active rings/scale, and dimming/grayscale of non-active tools when another tool is active. These changes improve UX by keeping the selected tool active and giving clearer visual feedback in the action menu.

* Improve selection behavior and refresh UI styling

SelectionManager: add global enter/leave/double-click handlers to support cross-phase hovering and auto-switching into structure/furnish on double-click; normalize click handling (explicitly coalesce shiftKey). Remove per-strategy enter/leave listeners.

UI panels & controls: unify and modernize styles across many panels (ceiling, door, item, reference, roof, slab, wall, window) and action buttons — rounded-md, neutral borders, subtle shadows, translucent headers and consistent hover/focus states. Update view toggles icons and toggle styling.

NumberInput: integrate @number-flow/react NumberFlow for formatted value display, add visual drag progress indicator and refine input/label interactions and styling.

Sidebar: replace rename-popover with inline-rename-input and update tree nodes to use inline editing. Add slider-demo and tweak slider implementation. Update package.json accordingly.

* Use Barlow font across editor UI

Add the Google Barlow font and expose it as a CSS variable, update theme font variables in globals.css, and apply the new font across the editor UI. Imports: add Barlow in app/layout.tsx and include its variable on <html>, set body to use font-sans. Apply font-barlow or font-mono classes to headings, labels, numeric readouts and buttons across multiple panels and primitives to standardize typography. Also update button base variant to include font-barlow. Remove the PhaseSwitcher component and its import/usage from the action menu.

* Replace button wrapper with div in LevelItem

Replace the outer <button> around the LevelItem content with a <div> to avoid nesting interactive button elements (and the resulting invalid HTML/interaction issues). Preserves the original classes and onClick/onDoubleClick handlers so behavior remains the same and allows the PopoverTrigger/button children to function correctly.

* Refine site panel list styles and spacing

Update the SitePanel and TreeNode UI to use compact, border-bottom list rows instead of rounded, card-like items. Simplified active/hover states to use bg-accent variants and reduced shadow/ring styles for a cleaner look. Adjusted paddings (pl/px/py) and container layouts (many sections switched to flex-col) and increased tree node indent/paddingRight for consistent alignment. These changes unify spacing and visual hierarchy across levels, buildings, zones and tree nodes.

* Add auto-scroll to selected items and refine icon styles

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>

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Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-25 18:05:02 -05:00

399 lines
13 KiB
TypeScript

import { CeilingNode, emitter, type GridEvent, type LevelNode, useScene } from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, DoubleSide, type Line, type Group, Shape, Vector3 } from 'three'
import { mix, positionLocal } from 'three/tsl'
import { sfxEmitter } from '@/lib/sfx-bus'
import { CursorSphere } from '../shared/cursor-sphere'
const CEILING_HEIGHT = 2.52
const GRID_OFFSET = 0.02
/**
* Snaps a point to the nearest axis-aligned or 45-degree diagonal from the last point
*/
const calculateSnapPoint = (
lastPoint: [number, number],
currentPoint: [number, number],
): [number, number] => {
const [x1, y1] = lastPoint
const [x, y] = currentPoint
const dx = x - x1
const dy = y - y1
const absDx = Math.abs(dx)
const absDy = Math.abs(dy)
// Calculate distances to horizontal, vertical, and diagonal lines
const horizontalDist = absDy
const verticalDist = absDx
const diagonalDist = Math.abs(absDx - absDy)
// Find the minimum distance to determine which axis to snap to
const minDist = Math.min(horizontalDist, verticalDist, diagonalDist)
if (minDist === diagonalDist) {
// Snap to 45° diagonal
const diagonalLength = Math.min(absDx, absDy)
return [x1 + Math.sign(dx) * diagonalLength, y1 + Math.sign(dy) * diagonalLength]
} else if (minDist === horizontalDist) {
// Snap to horizontal
return [x, y1]
} else {
// Snap to vertical
return [x1, y]
}
}
/**
* Creates a ceiling with the given polygon points and returns its ID
*/
const commitCeilingDrawing = (levelId: LevelNode['id'], points: Array<[number, number]>): string => {
const { createNode, nodes } = useScene.getState()
// Count existing ceilings for naming
const ceilingCount = Object.values(nodes).filter((n) => n.type === 'ceiling').length
const name = `Ceiling ${ceilingCount + 1}`
const ceiling = CeilingNode.parse({
name,
polygon: points,
})
createNode(ceiling, levelId)
sfxEmitter.emit('sfx:structure-build')
return ceiling.id
}
export const CeilingTool: React.FC = () => {
const cursorRef = useRef<Group>(null)
const gridCursorRef = useRef<Group>(null)
const mainLineRef = useRef<Line>(null!)
const closingLineRef = useRef<Line>(null!)
const groundMainLineRef = useRef<Line>(null!)
const groundClosingLineRef = useRef<Line>(null!)
const verticalLineRef = useRef<Line>(null!)
const currentLevelId = useViewer((state) => state.selection.levelId)
const setSelection = useViewer((state) => state.setSelection)
const [points, setPoints] = useState<Array<[number, number]>>([])
const [cursorPosition, setCursorPosition] = useState<[number, number]>([0, 0])
const [snappedCursorPosition, setSnappedCursorPosition] = useState<[number, number]>([0, 0])
const [levelY, setLevelY] = useState(0)
const previousSnappedPointRef = useRef<[number, number] | null>(null)
const shiftPressed = useRef(false)
// Static geometry: local y goes 0 (grid) → H (ceiling), mesh is positioned at gridY
const verticalGeo = useMemo(
() => new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, CEILING_HEIGHT - GRID_OFFSET, 0)]),
[],
)
// opacityNode: positionLocal.y is 0 at grid, H at ceiling → fade from 0.6 to 0
const gradientOpacityNode = useMemo(
() => mix(0.6, 0.0, positionLocal.y.div(CEILING_HEIGHT - GRID_OFFSET).clamp()),
[],
)
// Update cursor position and lines on grid move
useEffect(() => {
if (!currentLevelId) return
const onGridMove = (event: GridEvent) => {
if (!cursorRef.current || !gridCursorRef.current) return
const gridX = Math.round(event.position[0] * 2) / 2
const gridZ = Math.round(event.position[2] * 2) / 2
const gridPosition: [number, number] = [gridX, gridZ]
setCursorPosition(gridPosition)
setLevelY(event.position[1])
const ceilingY = event.position[1] + CEILING_HEIGHT
const gridY = event.position[1] + GRID_OFFSET
// Calculate snapped display position (bypass snap when Shift is held)
const lastPoint = points[points.length - 1]
const displayPoint =
shiftPressed.current || !lastPoint
? gridPosition
: calculateSnapPoint(lastPoint, gridPosition)
setSnappedCursorPosition(displayPoint)
// Play snap sound when the snapped position actually changes (only when drawing)
if (
points.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], ceilingY, displayPoint[1])
gridCursorRef.current.position.set(displayPoint[0], gridY, displayPoint[1])
if (verticalLineRef.current) {
verticalLineRef.current.position.set(displayPoint[0], gridY, displayPoint[1])
}
}
const onGridClick = (_event: GridEvent) => {
if (!currentLevelId) return
// Use the last displayed snapped position (respects Shift state from onGridMove)
const clickPoint = previousSnappedPointRef.current ?? cursorPosition
// Check if clicking on the first point to close the shape
const firstPoint = points[0]
if (
points.length >= 3 &&
firstPoint &&
Math.abs(clickPoint[0] - firstPoint[0]) < 0.25 &&
Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
) {
// Create the ceiling and select it
const ceilingId = commitCeilingDrawing(currentLevelId, points)
setSelection({ selectedIds: [ceilingId] })
setPoints([])
} else {
// Add point to polygon
setPoints([...points, clickPoint])
}
}
const onGridDoubleClick = (_event: GridEvent) => {
if (!currentLevelId) return
// Need at least 3 points to form a polygon
if (points.length >= 3) {
const ceilingId = commitCeilingDrawing(currentLevelId, points)
setSelection({ selectedIds: [ceilingId] })
setPoints([])
}
}
const onCancel = () => {
setPoints([])
}
const onKeyDown = (e: KeyboardEvent) => {
if (e.key === 'Shift') shiftPressed.current = true
}
const onKeyUp = (e: KeyboardEvent) => {
if (e.key === 'Shift') shiftPressed.current = false
}
document.addEventListener('keydown', onKeyDown)
document.addEventListener('keyup', onKeyUp)
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('grid:double-click', onGridDoubleClick)
emitter.on('tool:cancel', onCancel)
return () => {
document.removeEventListener('keydown', onKeyDown)
document.removeEventListener('keyup', onKeyUp)
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('grid:double-click', onGridDoubleClick)
emitter.off('tool:cancel', onCancel)
}
}, [currentLevelId, points, cursorPosition, setSelection])
// Update line geometries when points change
useEffect(() => {
if (!mainLineRef.current || !closingLineRef.current) return
if (points.length === 0) {
mainLineRef.current.visible = false
closingLineRef.current.visible = false
return
}
const ceilingY = levelY + CEILING_HEIGHT
const snappedCursor = snappedCursorPosition
// Build main line points
const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, ceilingY, z))
linePoints.push(new Vector3(snappedCursor[0], ceilingY, snappedCursor[1]))
const gridY = levelY + GRID_OFFSET
const groundLinePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, gridY, z))
groundLinePoints.push(new Vector3(snappedCursor[0], gridY, snappedCursor[1]))
// Update main line
if (linePoints.length >= 2) {
mainLineRef.current.geometry.dispose()
mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints)
mainLineRef.current.visible = true
groundMainLineRef.current.geometry.dispose()
groundMainLineRef.current.geometry = new BufferGeometry().setFromPoints(groundLinePoints)
groundMainLineRef.current.visible = true
} else {
mainLineRef.current.visible = false
groundMainLineRef.current.visible = false
}
// Update closing line (from cursor back to first point)
const firstPoint = points[0]
if (points.length >= 2 && firstPoint) {
const closingPoints = [
new Vector3(snappedCursor[0], ceilingY, snappedCursor[1]),
new Vector3(firstPoint[0], ceilingY, firstPoint[1]),
]
closingLineRef.current.geometry.dispose()
closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints)
closingLineRef.current.visible = true
const groundClosingPoints = [
new Vector3(snappedCursor[0], gridY, snappedCursor[1]),
new Vector3(firstPoint[0], gridY, firstPoint[1]),
]
groundClosingLineRef.current.geometry.dispose()
groundClosingLineRef.current.geometry = new BufferGeometry().setFromPoints(groundClosingPoints)
groundClosingLineRef.current.visible = true
} else {
closingLineRef.current.visible = false
groundClosingLineRef.current.visible = false
}
}, [points, snappedCursorPosition, levelY])
// Create preview shape when we have 3+ points
const previewShape = useMemo(() => {
if (points.length < 3) return null
const snappedCursor = snappedCursorPosition
const allPoints = [...points, snappedCursor]
// 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 (!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 (pt) {
shape.lineTo(pt[0], -pt[1])
}
}
shape.closePath()
return shape
}, [points, snappedCursorPosition])
return (
<group>
{/* Cursor at ceiling height */}
<CursorSphere ref={cursorRef} />
{/* Grid-level cursor indicator */}
<mesh ref={gridCursorRef} rotation={[-Math.PI / 2, 0, 0]} renderOrder={2}>
<ringGeometry args={[0.15, 0.2, 32]} />
<meshBasicMaterial color="#818cf8" side={DoubleSide} depthTest={false} depthWrite={true} opacity={0.5} transparent />
</mesh>
{/* Vertical connector: local y=0 at grid, y=H at ceiling; position.y set to gridY on move */}
{/* @ts-ignore */}
<line ref={verticalLineRef} geometry={verticalGeo} renderOrder={1}>
<lineBasicNodeMaterial color="#818cf8" opacityNode={gradientOpacityNode} depthTest={false} depthWrite={false} transparent />
</line>
{/* Preview fill (Top) */}
{previewShape && (
<mesh
frustumCulled={false}
position={[0, levelY + CEILING_HEIGHT, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
opacity={0.15}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* Preview fill (Ground) */}
{previewShape && (
<mesh
frustumCulled={false}
position={[0, levelY + GRID_OFFSET, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
opacity={0.1}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* Main line */}
{/* @ts-ignore */}
<line ref={mainLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial color="#818cf8" linewidth={3} depthTest={false} depthWrite={false} />
</line>
{/* Closing line */}
{/* @ts-ignore */}
<line ref={closingLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
linewidth={2}
depthTest={false}
depthWrite={false}
opacity={0.5}
transparent
/>
</line>
{/* Ground main line */}
{/* @ts-ignore */}
<line ref={groundMainLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial color="#818cf8" linewidth={3} depthTest={false} depthWrite={false} opacity={0.3} transparent />
</line>
{/* Ground closing line */}
{/* @ts-ignore */}
<line ref={groundClosingLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
linewidth={2}
depthTest={false}
depthWrite={false}
opacity={0.15}
transparent
/>
</line>
{/* Point markers */}
{points.map(([x, z], index) => (
<CursorSphere
key={index}
position={[x, levelY + CEILING_HEIGHT + 0.01, z]}
color="#818cf8"
showTooltip={false}
/>
))}
</group>
)
}