Aymeric Rabot 441517424d
Feat/ux polish round2 (#123)
* 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>
2026-02-26 01:05:34 -05:00

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import {
type AnyNodeId,
emitter,
sceneRegistry,
spatialGridManager,
useScene,
type WallEvent,
WindowNode,
} from '@pascal-app/core'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import {
calculateCursorRotation,
calculateItemRotation,
getSideFromNormal,
isValidWallSideFace,
snapToHalf,
} from '../item/placement-math'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
// Shared edge material — reuse across renders, just toggle color
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef4444, // red-500 default (invalid)
linewidth: 3,
depthTest: false,
depthWrite: false,
})
/**
* Window tool — places WindowNodes on walls only.
* Shows a rectangle cursor (green = valid, red = invalid) matching window dimensions.
*/
export const WindowTool: React.FC = () => {
const draftRef = useRef<WindowNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
useEffect(() => {
useScene.temporal.getState().pause()
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const markWallDirty = (wallId: string) => {
useScene.getState().dirtyNodes.add(wallId as AnyNodeId)
}
const destroyDraft = () => {
if (!draftRef.current) return
const wallId = draftRef.current.parentId
useScene.getState().deleteNode(draftRef.current.id)
draftRef.current = null
// Rebuild wall so it removes the cutout from the deleted draft
if (wallId) markWallDirty(wallId)
}
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
}
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
const group = cursorGroupRef.current
if (!group) return
group.visible = true
group.position.set(...worldPosition)
group.rotation.y = cursorRotationY
edgeMaterial.color.setHex(valid ? 0x22c55e : 0xef4444)
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
const levelId = getLevelId()
if (!levelId) return
// Only interact with walls on the current level
if (event.node.parentId !== levelId) return
destroyDraft()
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const localX = snapToHalf(event.localPosition[0])
const localY = snapToHalf(event.localPosition[1])
const width = 1.5
const height = 1.5
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
const node = WindowNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
updateCursor(
wallLocalToWorld(event.node, clampedX, clampedY, getLevelYOffset(), getSlabElevation(event)),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) return
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const localX = snapToHalf(event.localPosition[0])
const localY = snapToHalf(event.localPosition[1])
const width = draftRef.current?.width ?? 1.5
const height = draftRef.current?.height ?? 1.5
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
if (draftRef.current) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
})
}
const valid = !hasWallChildOverlap(
event.node.id, clampedX, clampedY, width, height,
draftRef.current?.id,
)
updateCursor(
wallLocalToWorld(event.node, clampedX, clampedY, getLevelYOffset(), getSlabElevation(event)),
cursorRotation,
valid,
)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const localX = snapToHalf(event.localPosition[0])
const localY = snapToHalf(event.localPosition[1])
const { clampedX, clampedY } = clampToWall(
event.node, localX, localY,
draftRef.current.width, draftRef.current.height,
)
const valid = !hasWallChildOverlap(
event.node.id, clampedX, clampedY,
draftRef.current.width, draftRef.current.height,
draftRef.current.id,
)
if (!valid) return
const draft = draftRef.current
draftRef.current = null
// Delete transient draft (paused, invisible to undo)
useScene.getState().deleteNode(draft.id)
// Resume → create permanent node (single undoable action)
useScene.temporal.getState().resume()
const levelId = getLevelId()
const state = useScene.getState()
const windowCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'window') return false
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return wall?.parentId === levelId
}).length
const name = `Window ${windowCount + 1}`
const node = WindowNode.parse({
name,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
width: draft.width,
height: draft.height,
frameThickness: draft.frameThickness,
frameDepth: draft.frameDepth,
columnRatios: draft.columnRatios,
rowRatios: draft.rowRatios,
columnDividerThickness: draft.columnDividerThickness,
rowDividerThickness: draft.rowDividerThickness,
sill: draft.sill,
sillDepth: draft.sillDepth,
sillThickness: draft.sillThickness,
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().pause()
event.stopPropagation()
}
const onWallLeave = () => {
destroyDraft()
hideCursor()
}
const onCancel = () => {
destroyDraft()
hideCursor()
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('tool:cancel', onCancel)
return () => {
destroyDraft()
hideCursor()
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallEnter)
emitter.off('wall:move', onWallMove)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('tool:cancel', onCancel)
}
}, [])
// Cursor geometry: window outline rectangle (width × height × frameDepth)
const boxGeo = new BoxGeometry(1.5, 1.5, 0.07)
const edgesGeo = new EdgesGeometry(boxGeo)
boxGeo.dispose()
return (
<group ref={cursorGroupRef} visible={false}>
<lineSegments ref={edgesRef} geometry={edgesGeo} material={edgeMaterial} />
</group>
)
}