* Polish editor UI, radio, and state logic Multiple UI and state updates across the editor and viewer: - PascalRadio: Move radio play state into audio store (isRadioPlaying), update icons/behaviors (Volume2/VolumeX), remove autoplay UI, ensure pause/resume respects muted and radio playing state. - use-audio: Add isRadioPlaying, setRadioPlaying and toggleRadioPlaying to store; initialize state accordingly. - Action menu: Add layout/motion to container, refine transition, only show furnish/structure rows in build mode, tweak transition classes and hover/opacity behavior. - Furnish/Structure tools: Simplify inactive styling, change click behavior to only select tools (no direct deselect), remove "click to deselect" tooltip text. - Sidebar/Icon rail: Update logo link styling and image sizing; AppSidebar: add inline editable project title (optimistic local update + server update via updateProjectName), keyboard handling, and minor header layout changes. - Site panel: Add visual tree/branch lines, replace some icons, reorganize levels list and provide an Add level button, adjust spacing and layout for property/levels sections. - InlineRenameInput: Small height/spacing adjustments for inline inputs. - use-editor: Reset mode to 'select' when switching phases, ensure reasonable default tools when entering build mode, simplify setStructureLayer to reset mode/tool and viewer selection. - use-viewer: Improve selection hierarchy guard so children are only reset when not explicitly provided in updates. These changes improve UX consistency, state predictability when switching modes, and add inline project renaming with optimistic update. * Introduce isEditor mode and editor UX updates Add an isEditor flag (Viewer prop + store) and wire it from the Editor to enable editor-specific behaviors. Ceiling system: show ceiling grids per-level (or when ceiling tool active) by walking node ancestry and respecting active level/selection. Zone renderer: only show site edge labels in editor and add inline editable zone names (with hover/edit UI and save/escape handling). Auto-name new walls/doors/windows (incremental counts scoped by level) and simplify default names shown in various panels/tree nodes. Sidebar/site-panel: reverse level rendering, adjust tree-line styling, auto-expand parents when descendants are selected, and refactor zone row actions (camera view/capture/clear). UI polish: updated action-menu button styles and ensure keyboard shortcut 'b' switches to build mode. Misc: various tree node and item selection/hover improvements and minor refactors to support the above. * Fix sidebar flex layout and scrolling Adjust sidebar panel flexbox classes to ensure headers/controls don't collapse and content areas scroll correctly. Changes include adding shrink-0, flex-1 and min-h-0 to BuildingItem and buildings list containers, restructuring the active building panel so LevelsSection/LayerToggle are fixed height while ContentSection gets an overflow-y-auto scroll area, and making the site header non-shrinking with conditional overflow for the main panel when phase === "site". Uses the cn helper for conditional classes. * Fix TypeScript build errors with AnyNodeId indexing and type narrowing Cast string-typed node IDs and parentIds to AnyNodeId when indexing into the nodes Record, fix motion transition type literal, and remove redundant mode check in setMode. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
215 lines
6.8 KiB
TypeScript
215 lines
6.8 KiB
TypeScript
import { emitter, type GridEvent, useScene, WallNode } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useRef } from 'react'
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import { DoubleSide, type Mesh, type Group, Shape, ShapeGeometry, Vector3 } from 'three'
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import { sfxEmitter } from '@/lib/sfx-bus'
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import { CursorSphere } from '../shared/cursor-sphere'
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const WALL_HEIGHT = 2.5
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const WALL_THICKNESS = 0.15
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/**
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* Snap point to 45° angle increments relative to start point
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* Also snaps end point to 0.5 grid
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*/
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const snapTo45Degrees = (start: Vector3, cursor: Vector3): Vector3 => {
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const dx = cursor.x - start.x
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const dz = cursor.z - start.z
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// Calculate angle in radians
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const angle = Math.atan2(dz, dx)
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// Round to nearest 45° (π/4 radians)
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const snappedAngle = Math.round(angle / (Math.PI / 4)) * (Math.PI / 4)
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// Calculate distance from start to cursor
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const distance = Math.sqrt(dx * dx + dz * dz)
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// Project end point along snapped angle
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let snappedX = start.x + Math.cos(snappedAngle) * distance
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let snappedZ = start.z + Math.sin(snappedAngle) * distance
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// Snap to 0.5 grid
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snappedX = Math.round(snappedX * 2) / 2
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snappedZ = Math.round(snappedZ * 2) / 2
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return new Vector3(snappedX, cursor.y, snappedZ)
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}
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/**
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* Update wall preview mesh geometry to create a vertical plane between two points
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*/
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const updateWallPreview = (mesh: Mesh, start: Vector3, end: Vector3) => {
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// Calculate direction and perpendicular for wall thickness
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const direction = new Vector3(end.x - start.x, 0, end.z - start.z)
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const length = direction.length()
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if (length < 0.01) {
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mesh.visible = false
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return
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}
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mesh.visible = true
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direction.normalize()
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// Perpendicular vector for thickness
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const perpendicular = new Vector3(-direction.z, 0, direction.x).multiplyScalar(WALL_THICKNESS / 2)
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// Create wall shape (vertical rectangle in XY plane)
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const shape = new Shape()
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shape.moveTo(0, 0)
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shape.lineTo(length, 0)
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shape.lineTo(length, WALL_HEIGHT)
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shape.lineTo(0, WALL_HEIGHT)
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shape.closePath()
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// Create geometry
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const geometry = new ShapeGeometry(shape)
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// Calculate rotation angle
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// Negate the angle to fix the opposite direction issue
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const angle = -Math.atan2(direction.z, direction.x)
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// Position at start point and rotate
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mesh.position.set(start.x, start.y, start.z)
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mesh.rotation.y = angle
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// Dispose old geometry and assign new one
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if (mesh.geometry) {
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mesh.geometry.dispose()
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}
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mesh.geometry = geometry
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}
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const commitWallDrawing = (start: [number, number], end: [number, number]) => {
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const currentLevelId = useViewer.getState().selection.levelId
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const { createNode, nodes } = useScene.getState()
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if (!currentLevelId) return
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const wallCount = Object.values(nodes).filter((n) => n.type === 'wall').length
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const name = `Wall ${wallCount + 1}`
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const wall = WallNode.parse({ name, start, end })
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createNode(wall, currentLevelId)
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sfxEmitter.emit('sfx:structure-build')
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}
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export const WallTool: React.FC = () => {
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const cursorRef = useRef<Group>(null)
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const wallPreviewRef = useRef<Mesh>(null!)
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const startingPoint = useRef(new Vector3(0, 0, 0))
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const endingPoint = useRef(new Vector3(0, 0, 0))
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const buildingState = useRef(0)
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const shiftPressed = useRef(false)
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useEffect(() => {
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let gridPosition: [number, number] = [0, 0]
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let previousWallEnd: [number, number] | null = null
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const onGridMove = (event: GridEvent) => {
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if (!cursorRef.current || !wallPreviewRef.current) return
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gridPosition = [Math.round(event.position[0] * 2) / 2, Math.round(event.position[2] * 2) / 2]
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const cursorPosition = new Vector3(gridPosition[0], event.position[1], gridPosition[1])
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if (buildingState.current === 1) {
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// Snap to 45° angles only if shift is not pressed
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const snapped = shiftPressed.current
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? cursorPosition
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: snapTo45Degrees(startingPoint.current, cursorPosition)
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endingPoint.current.copy(snapped)
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// Position the cursor at the end of the wall being drawn
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cursorRef.current.position.set(snapped.x, snapped.y, snapped.z)
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// Play snap sound only when the actual wall end position changes
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const currentWallEnd: [number, number] = [endingPoint.current.x, endingPoint.current.z]
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if (previousWallEnd &&
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(currentWallEnd[0] !== previousWallEnd[0] || currentWallEnd[1] !== previousWallEnd[1])) {
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sfxEmitter.emit('sfx:grid-snap')
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}
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previousWallEnd = currentWallEnd
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// Update wall preview geometry
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updateWallPreview(wallPreviewRef.current, startingPoint.current, endingPoint.current)
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} else {
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// Not drawing a wall, just follow the grid position
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cursorRef.current.position.set(gridPosition[0], event.position[1], gridPosition[1])
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}
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}
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const onGridClick = (event: GridEvent) => {
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if (buildingState.current === 0) {
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startingPoint.current.set(gridPosition[0], event.position[1], gridPosition[1])
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buildingState.current = 1
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wallPreviewRef.current.visible = true
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} else if (buildingState.current === 1) {
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const dx = endingPoint.current.x - startingPoint.current.x
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const dz = endingPoint.current.z - startingPoint.current.z
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if (dx * dx + dz * dz < 0.01 * 0.01) return
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commitWallDrawing(
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[startingPoint.current.x, startingPoint.current.z],
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[endingPoint.current.x, endingPoint.current.z],
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)
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wallPreviewRef.current.visible = false
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buildingState.current = 0
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}
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}
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const onKeyDown = (e: KeyboardEvent) => {
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if (e.key === 'Shift') {
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shiftPressed.current = true
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}
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}
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const onKeyUp = (e: KeyboardEvent) => {
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if (e.key === 'Shift') {
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shiftPressed.current = false
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}
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}
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const onCancel = () => {
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if (buildingState.current === 1) {
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buildingState.current = 0
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wallPreviewRef.current.visible = false
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}
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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('tool:cancel', onCancel)
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window.addEventListener('keydown', onKeyDown)
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window.addEventListener('keyup', onKeyUp)
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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('tool:cancel', onCancel)
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window.removeEventListener('keydown', onKeyDown)
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window.removeEventListener('keyup', onKeyUp)
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}
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}, [])
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return (
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<group>
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{/* Cursor indicator */}
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<CursorSphere ref={cursorRef} />
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{/* Wall preview */}
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<mesh ref={wallPreviewRef} visible={false} renderOrder={1}>
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<shapeGeometry />
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<meshBasicMaterial
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color="#818cf8"
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transparent
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opacity={0.5}
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side={DoubleSide}
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depthTest={false}
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depthWrite={false}
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/>
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</mesh>
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</group>
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)
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}
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