2026-03-02 10:10:58 +09:00

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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'
import { EDITOR_LAYER } from '@/lib/constants'
import { sfxEmitter } from '../../../lib/sfx-bus'
// 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()
sfxEmitter.emit('sfx:item-place')
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} layers={EDITOR_LAYER} />
</group>
)
}