2026-02-17 12:29:00 +09:00

302 lines
9.7 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 Mesh, Shape, Vector3 } from 'three'
import useEditor from '@/store/use-editor'
import { sfxEmitter } from '@/lib/sfx-bus'
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
*/
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)
sfxEmitter.emit('sfx:structure-build')
}
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 currentLevelId = useViewer((state) => state.selection.levelId)
const setTool = useEditor((state) => state.setTool)
const [points, setPoints] = useState<Array<[number, number]>>([])
const [cursorPosition, setCursorPosition] = useState<[number, number]>([0, 0])
const [levelY, setLevelY] = useState(0)
const previousSnappedPointRef = useRef<[number, number] | null>(null)
// 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
const lastPoint = points[points.length - 1]
const displayPoint = lastPoint ? calculateSnapPoint(lastPoint, gridPosition) : gridPosition
// 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])
}
const onGridClick = (_event: GridEvent) => {
if (!currentLevelId) return
// Calculate snapped click point
const lastPoint = points[points.length - 1]
const clickPoint = lastPoint ? calculateSnapPoint(lastPoint, cursorPosition) : 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
commitCeilingDrawing(currentLevelId, points)
setPoints([])
setTool(null)
} 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) {
commitCeilingDrawing(currentLevelId, points)
setPoints([])
setTool(null)
}
}
const onCancel = () => {
setPoints([])
}
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('grid:double-click', onGridDoubleClick)
emitter.on('tool:cancel', onCancel)
return () => {
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('grid:double-click', onGridDoubleClick)
emitter.off('tool:cancel', onCancel)
}
}, [currentLevelId, points, cursorPosition, setTool])
// 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 lastPoint = points[points.length - 1]
const snappedCursor = lastPoint ? calculateSnapPoint(lastPoint, cursorPosition) : cursorPosition
// 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]))
// Update main line
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 && 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
} else {
closingLineRef.current.visible = false
}
}, [points, cursorPosition, levelY])
// Create preview shape when we have 3+ points
const previewShape = useMemo(() => {
if (points.length < 3) return null
const lastPoint = points[points.length - 1]
const snappedCursor = lastPoint ? calculateSnapPoint(lastPoint, cursorPosition) : cursorPosition
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, cursorPosition])
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 */}
{/* @ts-ignore */}
<line ref={mainLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial color="#a3a3a3" linewidth={3} depthTest={false} depthWrite={false} />
</line>
{/* Closing line */}
{/* @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) => (
<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>
))}
</group>
)
}