Aymeric Rabot 31a560e2c5 Use raycast cursor & level Y fallback
Ceiling and slab tools: switch cursor tracking to per-frame raycasting onto a level plane (useFrame) instead of relying on grid:move events, and memoize Raycaster/Plane to reduce allocations. Update line geometry updates to be performed imperatively from the frame loop, ensure previews only trigger React updates when the snapped display position changes, and keep cursor/preview snapping consistent with user-visible pointer. Add sceneRegistry-based fallback to resolve a level's Y position (used by Grid, CeilingTool and SlabTool) when the level mesh isn't registered yet, computing Y from level node data and viewer levelMode. Misc: import/add necessary three.js types and small refactors to visibility/reset logic.
2026-02-07 11:58:17 -05:00

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TypeScript

import { emitter, type GridEvent, useScene, CeilingNode, type LevelNode, sceneRegistry } from "@pascal-app/core";
import { useViewer } from "@pascal-app/viewer";
import { useFrame } from "@react-three/fiber";
import { useEffect, useMemo, useRef, useState } from "react";
import { BufferGeometry, DoubleSide, type Line, type Mesh, Plane, Raycaster, Shape, Vector3 } from "three";
import useEditor from "@/store/use-editor";
const CEILING_HEIGHT = 2.52; // Slightly above default ceiling height
const GRID_OFFSET = 0.02; // Small offset above floor level
const UP = new Vector3(0, 1, 0);
/**
* 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
*/
const commitCeilingDrawing = (
levelId: LevelNode["id"],
points: Array<[number, number]>
) => {
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);
};
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 CeilingTool: React.FC = () => {
const cursorRef = useRef<Mesh>(null);
const gridCursorRef = useRef<Mesh>(null);
const mainLineRef = useRef<Line>(null!);
const closingLineRef = useRef<Line>(null!);
const pointsRef = useRef<Array<[number, number]>>([]);
const levelYRef = useRef(0);
const cursorPositionRef = useRef<[number, number]>([0, 0]);
const lastDisplayRef = useRef<{ x: number; z: number } | null>(null);
const currentLevelId = useViewer((state) => state.selection.levelId);
const setTool = useEditor((state) => state.setTool);
// Reusable objects for raycasting (created once, avoid per-frame allocations)
const raycaster = useMemo(() => new Raycaster(), []);
const levelPlane = useMemo(() => new Plane(UP, 0), []);
const hitPoint = useMemo(() => new Vector3(), []);
// Preview state for reactive rendering (for shape and point markers)
const [preview, setPreview] = useState<PreviewState>({
points: [],
cursorPoint: null,
levelY: 0,
});
// Resolve the current level's Y position from scene registry or node data
const getLevelY = (): number => {
if (!currentLevelId) return 0;
const levelMesh = sceneRegistry.nodes.get(currentLevelId);
if (levelMesh) return levelMesh.position.y;
const levelNode = useScene.getState().nodes[currentLevelId];
if (levelNode && 'level' in levelNode) {
const levelMode = useViewer.getState().levelMode;
const LEVEL_HEIGHT = 2.5;
const EXPLODED_GAP = 5;
return ((levelNode as any).level || 0) * (LEVEL_HEIGHT + (levelMode === 'exploded' ? EXPLODED_GAP : 0));
}
return 0;
};
// Imperatively update line geometries (called from useFrame)
const updateLines = () => {
if (!mainLineRef.current || !closingLineRef.current) return;
const points = pointsRef.current;
const cursorPosition = cursorPositionRef.current;
const ceilingY = levelYRef.current + CEILING_HEIGHT;
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, ceilingY, z)
);
// Add cursor point
const lastPoint = points[points.length - 1];
if (lastPoint) {
const snapped = calculateSnapPoint(lastPoint, cursorPosition);
if (isValidPoint(snapped)) {
linePoints.push(new Vector3(snapped[0], ceilingY, 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 = calculateSnapPoint(lastPoint, cursorPosition);
if (isValidPoint(snapped)) {
const closingPoints = [
new Vector3(snapped[0], ceilingY, snapped[1]),
new Vector3(firstPoint[0], ceilingY, firstPoint[1]),
];
closingLineRef.current.geometry.dispose();
closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints);
closingLineRef.current.visible = true;
}
} else {
closingLineRef.current.visible = false;
}
};
// Per-frame cursor positioning via direct raycasting onto the level plane.
// This bypasses R3F's event propagation (grid:move), ensuring the cursor
// always tracks the pointer regardless of tool activation/deactivation state.
useFrame((state) => {
if (!cursorRef.current) return;
// Sync level Y from scene registry each frame
levelYRef.current = getLevelY();
// Raycast from camera through pointer onto horizontal plane at level Y
raycaster.setFromCamera(state.pointer, state.camera);
levelPlane.constant = -levelYRef.current;
const hit = raycaster.ray.intersectPlane(levelPlane, hitPoint);
if (!hit) return;
// Snap to 0.5m grid
const gridX = Math.round(hit.x * 2) / 2;
const gridZ = Math.round(hit.z * 2) / 2;
cursorPositionRef.current = [gridX, gridZ];
const ceilingY = levelYRef.current + CEILING_HEIGHT;
const gridY = levelYRef.current + GRID_OFFSET;
// Apply axis snapping from last placed point
const lastPoint = pointsRef.current[pointsRef.current.length - 1];
let displayPoint: [number, number];
if (lastPoint) {
displayPoint = calculateSnapPoint(lastPoint, cursorPositionRef.current);
} else {
displayPoint = [gridX, gridZ];
}
// Update cursor mesh positions imperatively
cursorRef.current.position.set(displayPoint[0], ceilingY, displayPoint[1]);
if (gridCursorRef.current) {
gridCursorRef.current.position.set(displayPoint[0], gridY, displayPoint[1]);
}
// Update line geometries imperatively
updateLines();
// Only trigger React state update when snapped display position changes
if (
!lastDisplayRef.current ||
lastDisplayRef.current.x !== displayPoint[0] ||
lastDisplayRef.current.z !== displayPoint[1]
) {
lastDisplayRef.current = { x: displayPoint[0], z: displayPoint[1] };
setPreview({
points: [...pointsRef.current],
cursorPoint: displayPoint,
levelY: levelYRef.current,
});
}
});
// Click and double-click handlers for point placement
useEffect(() => {
if (!currentLevelId) return;
// Initialize line geometries
if (mainLineRef.current) {
mainLineRef.current.geometry = new BufferGeometry();
}
if (closingLineRef.current) {
closingLineRef.current.geometry = new BufferGeometry();
}
// Reset state on level change
pointsRef.current = [];
lastDisplayRef.current = null;
setPreview({ points: [], cursorPoint: null, levelY: getLevelY() });
const onGridClick = (_event: GridEvent) => {
if (!currentLevelId) return;
// Use the cursor position tracked by useFrame (matches what user sees)
let clickPoint: [number, number] = [...cursorPositionRef.current];
// Snap to axis from last point
const lastPoint = pointsRef.current[pointsRef.current.length - 1];
if (lastPoint) {
clickPoint = calculateSnapPoint(lastPoint, clickPoint);
}
// 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 ceiling
commitCeilingDrawing(currentLevelId, pointsRef.current);
// Reset state
pointsRef.current = [];
lastDisplayRef.current = null;
setPreview({ points: [], cursorPoint: null, levelY: levelYRef.current });
if (mainLineRef.current) mainLineRef.current.visible = false;
if (closingLineRef.current) closingLineRef.current.visible = false;
// Deactivate tool
setTool(null);
} else {
// Add point to polygon
pointsRef.current = [...pointsRef.current, clickPoint];
lastDisplayRef.current = null; // Force preview update on next frame
}
};
const onGridDoubleClick = (_event: GridEvent) => {
if (!currentLevelId) return;
// Need at least 3 points to form a polygon
if (pointsRef.current.length >= 3) {
commitCeilingDrawing(currentLevelId, pointsRef.current);
// Reset state
pointsRef.current = [];
lastDisplayRef.current = null;
setPreview({ points: [], cursorPoint: null, levelY: levelYRef.current });
if (mainLineRef.current) mainLineRef.current.visible = false;
if (closingLineRef.current) closingLineRef.current.visible = false;
// Deactivate tool
setTool(null);
}
};
emitter.on("grid:click", onGridClick);
emitter.on("grid:double-click", onGridDoubleClick);
return () => {
emitter.off("grid:click", onGridClick);
emitter.off("grid:double-click", onGridDoubleClick);
// Reset state on unmount
pointsRef.current = [];
};
}, [currentLevelId, setTool]);
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 at ceiling height */}
<mesh ref={cursorRef}>
<sphereGeometry args={[0.1, 16, 16]} />
<meshBasicMaterial
color="#d4d4d4"
depthTest={false}
depthWrite={false}
/>
</mesh>
{/* Grid-level cursor indicator */}
<mesh ref={gridCursorRef} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[0.15, 0.2, 32]} />
<meshBasicMaterial
color="#a3a3a3"
side={DoubleSide}
depthTest={false}
depthWrite={false}
/>
</mesh>
{/* Preview fill */}
{previewShape && (
<mesh
frustumCulled={false}
position={[0, levelY + CEILING_HEIGHT, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#d4d4d4"
depthTest={false}
opacity={0.3}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* Main line - uses native line element with TSL-compatible material */}
{/* @ts-ignore */}
<line ref={mainLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial
color="#a3a3a3"
linewidth={3}
depthTest={false}
depthWrite={false}
/>
</line>
{/* Closing line - uses native line element with TSL-compatible material */}
{/* @ts-ignore */}
<line ref={closingLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial
color="#a3a3a3"
linewidth={2}
depthTest={false}
depthWrite={false}
opacity={0.5}
transparent
/>
</line>
{/* Point markers */}
{points.map(([x, z], index) =>
isValidPoint([x, z]) ? (
<mesh key={index} position={[x, levelY + CEILING_HEIGHT + 0.01, z]}>
<sphereGeometry args={[0.1, 16, 16]} />
<meshBasicMaterial
color={index === 0 ? "#22c55e" : "#d4d4d4"}
depthTest={false}
depthWrite={false}
/>
</mesh>
) : null
)}
</group>
);
};