* sync: port 2D editing features from monorepo (v0.3.0) ## New Features ### Floorplan Panel (7.5K LOC) - Full 2D editing interface with wall drawing, measurement, and unit display - Interactive floorplan view with pan/zoom, grid snapping - Wall thickness visualization, door/window placement - Zone and slab polygon editing - Guide image overlay support - Metric/imperial unit toggle ### Command Palette Overhaul - Complete rewrite with new command registry system - Keyboard shortcuts UI with ShortcutToken component - Editor-specific commands (floorplan, measurements, camera focus) - Improved search and action organization ### Wall Measurements - Real-time wall length labels in 3D view - Metric/imperial conversion - Wall measurement UI component ### Enhanced Tools - Wall drafting utilities (grid snapping, validation) - Node action menu for quick operations - Improved polygon editing for zones/slabs/sites - Roof segment panel for granular roof control ## Package Changes ### @pascal-app/core@0.3.0 - New wall-footprint.ts: 2D wall footprint calculation - Wall mitering exports for floorplan view - camera-controls:focus event - Space detection undo pause/resume - Mark sibling nodes dirty on deletion (miter recalc) ### @pascal-app/viewer@0.3.0 - ErrorBoundary component for robust item rendering - Broken item fallback UI - Wall renderer: mark dirty on mount - Ground occluder: only lowest level punches through - Unit state (metric/imperial) in viewer store ### @pascal-app/editor@0.1.0 - 48 file changes (16 new, 32 modified) - New stores: useCommandRegistry, usePaletteViewRegistry - Tree node drag-and-drop system - Level selection utilities - Enhanced scene graph operations ## Apps/Editor - GeistPixelSquare font for pixel-perfect UI - Blueprint icon asset - Updated layout and globals for font support ## Security - Zero AI imports or internal package refs - All monorepo-specific code excluded - Clean audit: no API keys or secrets ## Testing - Security audit passed ✅ - All AI/internal code excluded ✅ - Version bumps applied ✅ 79 files modified, 16 files added ~2600 insertions, ~1400 deletions * fix: lint cleanup — suppress intentional dep warnings, fix missing dep, remove stale ignores - Add biome-ignore for 3 intentional useEffect reset patterns (levelId, selectedGuide, selectedId) - Fix actual missing dependency: currentBuildingId in handleSiteEditShortcutSelect callback - Remove 3 stale biome-ignore comments in r3f.d.ts (rule not active) Build and lint pass clean. * fix: type errors — polygon area guards, selection cast, readonly keywords, door guard - ceiling-panel, slab-panel, ceiling-tree-node, slab-tree-node, zone-tree-node: guard polygon[i]/polygon[j] array access before arithmetic (TS2532) - scene.ts: introduce toViewerSelection() helper to cast persisted string IDs to branded template literal types expected by useViewer.setSelection (TS2345) - door-panel: guard early return when node is undefined in setSegmentHeightRatio (TS18048) - editor-commands: remove 'as const' from inline command object, keywords is mutable string[] (TS2322) All type checks pass. Build and lint clean. --------- Co-authored-by: Anton Pascal <anton-pascal@users.noreply.github.com>
366 lines
11 KiB
TypeScript
366 lines
11 KiB
TypeScript
import { emitter, type GridEvent, type LevelNode, useScene, ZoneNode } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useMemo, useRef, useState } from 'react'
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import { BufferGeometry, DoubleSide, type Group, type Line, Shape, Vector3 } from 'three'
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import { PALETTE_COLORS } from './../../../components/ui/primitives/color-dot'
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import { EDITOR_LAYER } from './../../../lib/constants'
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import useEditor from './../../../store/use-editor'
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import { CursorSphere } from '../shared/cursor-sphere'
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const Y_OFFSET = 0.02
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/**
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* Snaps a point to the nearest axis-aligned or 45-degree diagonal from the last point
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*/
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const calculateSnapPoint = (
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lastPoint: [number, number],
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currentPoint: [number, number],
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): [number, number] => {
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const [x1, y1] = lastPoint
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const [x, y] = currentPoint
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const dx = x - x1
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const dy = y - y1
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const absDx = Math.abs(dx)
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const absDy = Math.abs(dy)
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// Calculate distances to horizontal, vertical, and diagonal lines
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const horizontalDist = absDy
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const verticalDist = absDx
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const diagonalDist = Math.abs(absDx - absDy)
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// Find the minimum distance to determine which axis to snap to
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const minDist = Math.min(horizontalDist, verticalDist, diagonalDist)
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if (minDist === diagonalDist) {
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// Snap to 45° diagonal
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const diagonalLength = Math.min(absDx, absDy)
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return [x1 + Math.sign(dx) * diagonalLength, y1 + Math.sign(dy) * diagonalLength]
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}
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if (minDist === horizontalDist) {
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// Snap to horizontal
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return [x, y1]
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}
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// Snap to vertical
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return [x1, y]
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}
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/**
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* Creates a zone with the given polygon points
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*/
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const commitZoneDrawing = (levelId: LevelNode['id'], points: Array<[number, number]>) => {
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const { createNode, nodes } = useScene.getState()
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// Count existing zones for naming and color cycling
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const zoneCount = Object.values(nodes).filter((n) => n.type === 'zone').length
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const name = `Zone ${zoneCount + 1}`
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// Cycle through colors
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const color = PALETTE_COLORS[zoneCount % PALETTE_COLORS.length]
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const zone = ZoneNode.parse({
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name,
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polygon: points,
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color,
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})
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createNode(zone, levelId)
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// Select the newly created zone
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useViewer.getState().setSelection({ zoneId: zone.id })
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}
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type PreviewState = {
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points: Array<[number, number]>
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cursorPoint: [number, number] | null
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levelY: number
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}
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// Helper to validate point values (no NaN or Infinity)
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const isValidPoint = (pt: [number, number] | null | undefined): pt is [number, number] => {
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if (!pt) return false
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return Number.isFinite(pt[0]) && Number.isFinite(pt[1])
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}
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export const ZoneTool: React.FC = () => {
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const cursorRef = useRef<Group>(null)
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const mainLineRef = useRef<Line>(null!)
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const closingLineRef = useRef<Line>(null!)
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const pointsRef = useRef<Array<[number, number]>>([])
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const levelYRef = useRef(0) // Track current level Y position
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const currentLevelId = useViewer((state) => state.selection.levelId)
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const setTool = useEditor((state) => state.setTool)
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// Preview state for reactive rendering (for shape and point markers)
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const [preview, setPreview] = useState<PreviewState>({
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points: [],
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cursorPoint: null,
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levelY: 0,
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})
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useEffect(() => {
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if (!currentLevelId) return
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let cursorPosition: [number, number] = [0, 0]
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// Initialize line geometries
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mainLineRef.current.geometry = new BufferGeometry()
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closingLineRef.current.geometry = new BufferGeometry()
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const updateLines = () => {
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const points = pointsRef.current
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const y = levelYRef.current + Y_OFFSET
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if (points.length === 0) {
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mainLineRef.current.visible = false
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closingLineRef.current.visible = false
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return
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}
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// Build main line points
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const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, y, z))
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// Add cursor point
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const lastPoint = points[points.length - 1]
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if (lastPoint) {
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const snapped = calculateSnapPoint(lastPoint, cursorPosition)
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if (isValidPoint(snapped)) {
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linePoints.push(new Vector3(snapped[0], y, snapped[1]))
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}
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}
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// Update main line geometry
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if (linePoints.length >= 2) {
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mainLineRef.current.geometry.dispose()
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mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints)
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mainLineRef.current.visible = true
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} else {
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mainLineRef.current.visible = false
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}
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// Update closing line (from cursor back to first point)
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const firstPoint = points[0]
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if (points.length >= 2 && lastPoint && isValidPoint(firstPoint)) {
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const snapped = calculateSnapPoint(lastPoint, cursorPosition)
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if (isValidPoint(snapped)) {
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const closingPoints = [
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new Vector3(snapped[0], y, snapped[1]),
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new Vector3(firstPoint[0], y, firstPoint[1]),
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]
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closingLineRef.current.geometry.dispose()
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closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints)
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closingLineRef.current.visible = true
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}
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} else {
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closingLineRef.current.visible = false
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}
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}
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const updatePreview = () => {
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const points = pointsRef.current
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const lastPoint = points[points.length - 1]
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let cursorPt: [number, number] | null = null
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if (lastPoint) {
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cursorPt = calculateSnapPoint(lastPoint, cursorPosition)
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} else if (points.length === 0) {
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cursorPt = cursorPosition
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}
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setPreview({ points: [...points], cursorPoint: cursorPt, levelY: levelYRef.current })
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updateLines()
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}
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const onGridMove = (event: GridEvent) => {
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if (!cursorRef.current) return
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// Snap to 0.5 grid
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const gridX = Math.round(event.position[0] * 2) / 2
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const gridZ = Math.round(event.position[2] * 2) / 2
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cursorPosition = [gridX, gridZ]
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levelYRef.current = event.position[1]
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// If we have points, snap to axis from last point
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const lastPoint = pointsRef.current[pointsRef.current.length - 1]
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if (lastPoint) {
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const snapped = calculateSnapPoint(lastPoint, cursorPosition)
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cursorRef.current.position.set(snapped[0], event.position[1], snapped[1])
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} else {
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cursorRef.current.position.set(gridX, event.position[1], gridZ)
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}
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updatePreview()
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}
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const onGridClick = (event: GridEvent) => {
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if (!currentLevelId) return
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const gridX = Math.round(event.position[0] * 2) / 2
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const gridZ = Math.round(event.position[2] * 2) / 2
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let clickPoint: [number, number] = [gridX, gridZ]
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// Snap to axis from last point
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const lastPoint = pointsRef.current[pointsRef.current.length - 1]
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if (lastPoint) {
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clickPoint = calculateSnapPoint(lastPoint, clickPoint)
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}
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// Check if clicking on the first point to close the shape
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const firstPoint = pointsRef.current[0]
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if (
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pointsRef.current.length >= 3 &&
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firstPoint &&
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Math.abs(clickPoint[0] - firstPoint[0]) < 0.25 &&
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Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
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) {
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// Create the zone
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commitZoneDrawing(currentLevelId, pointsRef.current)
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// Reset state
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pointsRef.current = []
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setPreview({ points: [], cursorPoint: null, levelY: levelYRef.current })
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mainLineRef.current.visible = false
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closingLineRef.current.visible = false
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} else {
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// Add point to polygon
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pointsRef.current = [...pointsRef.current, clickPoint]
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updatePreview()
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}
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}
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const onGridDoubleClick = (_event: GridEvent) => {
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if (!currentLevelId) return
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// Need at least 3 points to form a polygon
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if (pointsRef.current.length >= 3) {
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commitZoneDrawing(currentLevelId, pointsRef.current)
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// Reset state
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pointsRef.current = []
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setPreview({ points: [], cursorPoint: null, levelY: levelYRef.current })
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mainLineRef.current.visible = false
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closingLineRef.current.visible = false
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}
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}
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// Subscribe to events
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emitter.on('grid:move', onGridMove)
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emitter.on('grid:click', onGridClick)
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emitter.on('grid:double-click', onGridDoubleClick)
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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('grid:double-click', onGridDoubleClick)
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// Reset state on unmount
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pointsRef.current = []
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}
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}, [currentLevelId])
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const { points, cursorPoint, levelY } = preview
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// Create preview shape when we have 3+ points
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const previewShape = useMemo(() => {
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if (points.length < 3) return null
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const allPoints = [...points]
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if (isValidPoint(cursorPoint)) {
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allPoints.push(cursorPoint)
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}
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// THREE.Shape is in X-Y plane. After rotation of -PI/2 around X:
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// - Shape X -> World X
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// - Shape Y -> World -Z (so we negate Z to get correct orientation)
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const firstPt = allPoints[0]
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if (!isValidPoint(firstPt)) return null
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const shape = new Shape()
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shape.moveTo(firstPt[0], -firstPt[1])
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for (let i = 1; i < allPoints.length; i++) {
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const pt = allPoints[i]
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if (isValidPoint(pt)) {
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shape.lineTo(pt[0], -pt[1])
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}
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}
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shape.closePath()
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return shape
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}, [points, cursorPoint])
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return (
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<group>
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{/* Cursor */}
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<CursorSphere ref={cursorRef} />
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{/* Preview fill */}
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{previewShape && (
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<mesh
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frustumCulled={false}
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layers={EDITOR_LAYER}
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position={[0, levelY + Y_OFFSET, 0]}
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rotation={[-Math.PI / 2, 0, 0]}
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>
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<shapeGeometry args={[previewShape]} />
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<meshBasicMaterial
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color="#818cf8"
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depthTest={false}
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opacity={0.15}
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side={DoubleSide}
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transparent
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/>
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</mesh>
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)}
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{/* Main line - uses native line element with TSL-compatible material */}
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{/* @ts-ignore */}
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<line
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frustumCulled={false}
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layers={EDITOR_LAYER}
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// @ts-expect-error
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ref={mainLineRef}
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renderOrder={1}
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visible={false}
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>
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<bufferGeometry />
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<lineBasicNodeMaterial color="#818cf8" depthTest={false} depthWrite={false} linewidth={3} />
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</line>
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{/* Closing line - uses native line element with TSL-compatible material */}
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{/* @ts-ignore */}
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<line
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frustumCulled={false}
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layers={EDITOR_LAYER}
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// @ts-expect-error
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ref={closingLineRef}
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renderOrder={1}
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visible={false}
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>
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<bufferGeometry />
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<lineBasicNodeMaterial
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color="#818cf8"
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depthTest={false}
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depthWrite={false}
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linewidth={2}
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opacity={0.5}
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transparent
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/>
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</line>
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{/* Point markers */}
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{points.map(([x, z], index) =>
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isValidPoint([x, z]) ? (
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<CursorSphere
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color="#818cf8"
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height={0}
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key={index}
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position={[x, levelY + Y_OFFSET + 0.01, z]}
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showTooltip={false}
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/>
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) : null,
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)}
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</group>
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)
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}
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