* Allow template forks to preserve scans * Add room preset save trigger * Show room preset action for selected zones * Use standard inspector for selected zones * Support room preset editor workflows * Preview room clear-underneath items
340 lines
15 KiB
TypeScript
340 lines
15 KiB
TypeScript
import { type AnyNodeId, emitter, nodeRegistry, useScene } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect } from 'react'
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import { toggleDoorOpenState } from '../lib/door-interaction'
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import { runRedo, runUndo } from '../lib/history'
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import {
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copySelectedNodesToEditorClipboard,
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pasteEditorClipboardToLevel,
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} from '../lib/scene-clipboard'
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import { emitDeleteSFX, sfxEmitter } from '../lib/sfx-bus'
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import { toggleWindowOpenState } from '../lib/window-interaction'
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import useEditor from '../store/use-editor'
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// Tools call this in their onCancel handler when they have an active mid-action to cancel,
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// so that the global Escape handler knows not to also switch to select mode.
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let _toolCancelConsumed = false
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export const markToolCancelConsumed = () => {
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_toolCancelConsumed = true
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}
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export const useKeyboard = ({
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isVersionPreviewMode = false,
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disabled = false,
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}: {
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isVersionPreviewMode?: boolean
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disabled?: boolean
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} = {}) => {
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useEffect(() => {
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if (disabled) {
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return
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}
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const handleKeyDown = (e: KeyboardEvent) => {
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// Don't handle shortcuts if user is typing in an input
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if (e.target instanceof HTMLInputElement || e.target instanceof HTMLTextAreaElement) {
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return
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}
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if (e.key === 'Escape') {
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e.preventDefault()
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_toolCancelConsumed = false
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emitter.emit('tool:cancel')
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// Only switch to select mode if no tool had an active mid-action to cancel.
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// (e.g. mid-wall draw or mid-slab polygon should only cancel the action, not exit the tool)
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if (!_toolCancelConsumed) {
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const currentPhase = useEditor.getState().phase
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const currentStructureLayer = useEditor.getState().structureLayer
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useEditor.getState().setEditingHole(null)
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// From zone mode, return to structure select
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if (currentPhase === 'structure' && currentStructureLayer === 'zones') {
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useEditor.getState().setStructureLayer('elements')
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useEditor.getState().setMode('select')
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} else {
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// Return to the default select tool while keeping the active building/level context.
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useEditor.getState().setMode('select')
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}
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useEditor.getState().setFloorplanSelectionTool('click')
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// Clear selections to close UI panels, but KEEP the active building and level context.
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useViewer.getState().setSelection({ selectedIds: [], zoneId: null })
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useEditor.getState().setSelectedReferenceId(null)
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}
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} else if (e.key === '1' && !e.metaKey && !e.ctrlKey) {
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e.preventDefault()
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useEditor.getState().setPhase('site')
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useEditor.getState().setMode('select')
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} else if (e.key === '2' && !e.metaKey && !e.ctrlKey) {
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e.preventDefault()
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useEditor.getState().setPhase('structure')
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useEditor.getState().setMode('select')
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} else if (e.key === '3' && !e.metaKey && !e.ctrlKey) {
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e.preventDefault()
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useEditor.getState().setPhase('furnish')
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useEditor.getState().setMode('select')
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} else if (e.key === 'f' && !e.metaKey && !e.ctrlKey) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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useEditor.getState().setPhase('furnish')
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useEditor.getState().setMode('build')
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useEditor.getState().setActiveSidebarPanel('items')
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} else if (e.key === 'z' && !e.metaKey && !e.ctrlKey) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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useEditor.getState().setPhase('structure')
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useEditor.getState().setStructureLayer('zones')
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useEditor.getState().setMode('build')
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}
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if (e.key === 'v' && !e.metaKey && !e.ctrlKey) {
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e.preventDefault()
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useEditor.getState().setMode('select')
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useEditor.getState().setFloorplanSelectionTool('click')
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} else if (e.key === 'b' && !e.metaKey && !e.ctrlKey) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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useEditor.getState().setPhase('structure')
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useEditor.getState().setStructureLayer('elements')
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useEditor.getState().setMode('build')
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} else if (e.key === 'x' && !e.metaKey && !e.ctrlKey) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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useEditor.getState().setMode('delete')
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} else if (e.key === 'p' && !e.metaKey && !e.ctrlKey) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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useEditor.getState().primeMaterialPaintFromSelection()
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useEditor.getState().setPhase('structure')
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useEditor.getState().setStructureLayer('elements')
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useEditor.getState().setMode('material-paint')
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} else if (e.key === 'c' && (e.metaKey || e.ctrlKey) && !e.shiftKey) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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copySelectedNodesToEditorClipboard()
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} else if (e.key === 'v' && (e.metaKey || e.ctrlKey) && !e.shiftKey) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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const result = pasteEditorClipboardToLevel()
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if (result?.pastedIds.length) {
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sfxEmitter.emit('sfx:item-place')
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}
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} else if (e.key === 'z' && (e.metaKey || e.ctrlKey)) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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runUndo()
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} else if (e.key === 'Z' && e.shiftKey && (e.metaKey || e.ctrlKey)) {
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if (isVersionPreviewMode) return
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e.preventDefault()
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runRedo()
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} else if (e.key === 'ArrowUp' && (e.metaKey || e.ctrlKey)) {
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e.preventDefault()
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const { buildingId, levelId } = useViewer.getState().selection
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if (buildingId) {
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const building = useScene.getState().nodes[buildingId]
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const levels =
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building?.type === 'building'
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? building.children.filter(
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(childId) => useScene.getState().nodes[childId as AnyNodeId]?.type === 'level',
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)
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: []
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if (levels.length > 0) {
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const currentIdx = levelId ? levels.indexOf(levelId as any) : -1
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const nextIdx = currentIdx < levels.length - 1 ? currentIdx + 1 : currentIdx
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if (nextIdx !== -1 && nextIdx !== currentIdx) {
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useViewer.getState().setSelection({ levelId: levels[nextIdx] as any })
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} else if (currentIdx === -1) {
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useViewer.getState().setSelection({ levelId: levels[0] as any })
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}
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}
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}
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} else if (e.key === 'ArrowDown' && (e.metaKey || e.ctrlKey)) {
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e.preventDefault()
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const { buildingId, levelId } = useViewer.getState().selection
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if (buildingId) {
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const building = useScene.getState().nodes[buildingId]
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const levels =
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building?.type === 'building'
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? building.children.filter(
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(childId) => useScene.getState().nodes[childId as AnyNodeId]?.type === 'level',
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)
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: []
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if (levels.length > 0) {
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const currentIdx = levelId ? levels.indexOf(levelId as any) : -1
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const prevIdx = currentIdx > 0 ? currentIdx - 1 : currentIdx
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if (prevIdx !== -1 && prevIdx !== currentIdx) {
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useViewer.getState().setSelection({ levelId: levels[prevIdx] as any })
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} else if (currentIdx === -1) {
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useViewer.getState().setSelection({ levelId: levels[levels.length - 1] as any })
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}
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}
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}
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} else if ((e.key === 'r' || e.key === 'R') && !isVersionPreviewMode) {
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// Rotate selected node clockwise if it supports rotation (items, roofs, etc.)
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// Doors use R to flip side (front ↔ back, rotation += π); their
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// open/close toggle lives on E. Windows still use R to toggle
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// their open/closed state.
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const selectedNodeIds = useViewer.getState().selection.selectedIds as AnyNodeId[]
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if (selectedNodeIds.length === 1) {
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const node = useScene.getState().nodes[selectedNodeIds[0]!]
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if (node?.type === 'door') {
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e.preventDefault()
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useScene.getState().updateNode(node.id, {
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side: node.side === 'front' ? 'back' : 'front',
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rotation: [node.rotation[0], node.rotation[1] + Math.PI, node.rotation[2]],
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})
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if (node.parentId) {
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useScene.getState().dirtyNodes.add(node.parentId as AnyNodeId)
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}
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sfxEmitter.emit('sfx:item-rotate')
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} else if (node?.type === 'window') {
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// Windows: R flips side (front ↔ back, rotation += π). Open/
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// close toggle for operable windows lives on E.
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e.preventDefault()
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useScene.getState().updateNode(node.id, {
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side: node.side === 'front' ? 'back' : 'front',
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rotation: [node.rotation[0], node.rotation[1] + Math.PI, node.rotation[2]],
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})
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if (node.parentId) {
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useScene.getState().dirtyNodes.add(node.parentId as AnyNodeId)
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}
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sfxEmitter.emit('sfx:item-rotate')
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} else if (node && nodeRegistry.get(node.type)?.keyboardActions?.r?.appliesTo(node)) {
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// Registry-driven R action. Skylight uses this for open/
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// close toggling; future kinds with custom R behaviour
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// declare it on their `def.keyboardActions` without
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// touching this hook. Door / window still use the legacy
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// direct calls above (follow-up to migrate).
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e.preventDefault()
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nodeRegistry.get(node.type)?.keyboardActions?.r?.run(node)
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sfxEmitter.emit('sfx:item-rotate')
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} else if (node && 'rotation' in node) {
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e.preventDefault()
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const ROTATION_STEP = Math.PI / 4
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// Handle different rotation types (number for roof, array for items/windows/doors)
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if (typeof node.rotation === 'number') {
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useScene.getState().updateNode(node.id, { rotation: node.rotation + ROTATION_STEP })
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} else if (Array.isArray(node.rotation)) {
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useScene.getState().updateNode(node.id, {
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rotation: [node.rotation[0], node.rotation[1] + ROTATION_STEP, node.rotation[2]],
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})
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}
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sfxEmitter.emit('sfx:item-rotate')
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}
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}
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} else if ((e.key === 't' || e.key === 'T') && !isVersionPreviewMode) {
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// Rotate selected node counter-clockwise
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const selectedNodeIds = useViewer.getState().selection.selectedIds as AnyNodeId[]
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if (selectedNodeIds.length === 1) {
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const node = useScene.getState().nodes[selectedNodeIds[0]!]
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if (node?.type === 'door') {
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// Door's open/close moved to E; T is a no-op for doors so
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// it doesn't free-rotate a wall-bound node by π/4.
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e.preventDefault()
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} else if (node?.type === 'window') {
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// Window's open/close moved to E; T is a no-op so it doesn't
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// free-rotate a wall-bound node by π/4.
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e.preventDefault()
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} else if (node && nodeRegistry.get(node.type)?.keyboardActions?.t?.appliesTo(node)) {
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// Registry-driven T action. Same shape as the R arm above.
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e.preventDefault()
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nodeRegistry.get(node.type)?.keyboardActions?.t?.run(node)
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sfxEmitter.emit('sfx:item-rotate')
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} else if (node && 'rotation' in node) {
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e.preventDefault()
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const ROTATION_STEP = Math.PI / 4
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if (typeof node.rotation === 'number') {
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useScene.getState().updateNode(node.id, { rotation: node.rotation - ROTATION_STEP })
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} else if (Array.isArray(node.rotation)) {
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useScene.getState().updateNode(node.id, {
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rotation: [node.rotation[0], node.rotation[1] - ROTATION_STEP, node.rotation[2]],
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})
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}
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sfxEmitter.emit('sfx:item-rotate')
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}
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}
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} else if ((e.key === 'e' || e.key === 'E') && !isVersionPreviewMode) {
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// Toggle door / operable-window open/closed state. Moved off R,
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// which now flips the opening (side + π rotation).
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const selectedNodeIds = useViewer.getState().selection.selectedIds as AnyNodeId[]
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if (selectedNodeIds.length === 1) {
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const node = useScene.getState().nodes[selectedNodeIds[0]!]
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if (node?.type === 'door' && node.openingKind !== 'opening') {
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e.preventDefault()
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toggleDoorOpenState(node.id)
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sfxEmitter.emit('sfx:item-rotate')
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} else if (
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node?.type === 'window' &&
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node.openingKind !== 'opening' &&
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(node.windowType === 'sliding' ||
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node.windowType === 'casement' ||
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node.windowType === 'awning' ||
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node.windowType === 'hopper' ||
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node.windowType === 'single-hung' ||
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node.windowType === 'double-hung' ||
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node.windowType === 'louvered')
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) {
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e.preventDefault()
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toggleWindowOpenState(node.id)
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sfxEmitter.emit('sfx:item-rotate')
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}
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}
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} else if ((e.key === 'Delete' || e.key === 'Backspace') && !isVersionPreviewMode) {
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e.preventDefault()
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// Check for a selected reference (guide/scan) first
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const selectedRefId = useEditor.getState().selectedReferenceId
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if (selectedRefId) {
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const refNode = useScene.getState().nodes[selectedRefId as AnyNodeId]
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if (refNode && (refNode.type === 'guide' || refNode.type === 'scan')) {
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sfxEmitter.emit('sfx:structure-delete')
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useScene.getState().deleteNode(selectedRefId as AnyNodeId)
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useEditor.getState().setSelectedReferenceId(null)
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return
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}
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}
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const selectedNodeIds = useViewer.getState().selection.selectedIds as AnyNodeId[]
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if (selectedNodeIds.length > 0) {
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// Guard against accidental bulk deletion (e.g. box-select all + Delete)
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const BULK_DELETE_THRESHOLD = 10
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if (selectedNodeIds.length >= BULK_DELETE_THRESHOLD) {
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const confirmed = window.confirm(
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`Delete ${selectedNodeIds.length} selected elements? This cannot be undone if the undo history is exhausted.`,
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)
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if (!confirmed) return
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}
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// Play appropriate SFX based on what's being deleted
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if (selectedNodeIds.length === 1) {
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const node = useScene.getState().nodes[selectedNodeIds[0]!]
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emitDeleteSFX(node?.type)
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} else {
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sfxEmitter.emit('sfx:structure-delete')
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}
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useScene.getState().deleteNodes(selectedNodeIds)
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return
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}
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// Delete selected zone when no explicit element selection is active.
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const selectedZoneId = useViewer.getState().selection.zoneId
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if (selectedZoneId) {
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sfxEmitter.emit('sfx:structure-delete')
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useScene.getState().deleteNode(selectedZoneId as AnyNodeId)
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useViewer.getState().setSelection({ zoneId: null })
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}
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}
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}
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window.addEventListener('keydown', handleKeyDown)
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return () => window.removeEventListener('keydown', handleKeyDown)
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}, [disabled, isVersionPreviewMode])
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return null
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}
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