Aymeric Rabot 6c99851006 Refactor asset types and improve UI primitives
Replaces usage of the Asset type with AssetInput across editor components and hooks for consistency with core types. Adds default dimensions fallback for asset placement logic. Refactors UI primitives (button, sidebar, opacity control) to support forwarding refs and asChild prop, and updates imports for primitives. Updates Radix UI dependencies in package.json and bun.lock.
2026-01-30 22:01:25 -05:00

370 lines
11 KiB
TypeScript

import { emitter, type GridEvent, useScene, SlabNode, type LevelNode } 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";
const Y_OFFSET = 0.02; // Small offset above floor level
/**
* 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 slab with the given polygon points
*/
const commitSlabDrawing = (
levelId: LevelNode["id"],
points: Array<[number, number]>
) => {
const { createNode, nodes } = useScene.getState();
// Count existing slabs for naming
const slabCount = Object.values(nodes).filter((n) => n.type === "slab").length;
const name = `Slab ${slabCount + 1}`;
const slab = SlabNode.parse({
name,
polygon: points,
});
createNode(slab, levelId);
};
type PreviewState = {
points: Array<[number, number]>;
cursorPoint: [number, number] | null;
levelY: number;
};
// Helper to validate point values (no NaN or Infinity)
const isValidPoint = (
pt: [number, number] | null | undefined
): pt is [number, number] => {
if (!pt) return false;
return Number.isFinite(pt[0]) && Number.isFinite(pt[1]);
};
export const SlabTool: React.FC = () => {
const cursorRef = useRef<Mesh>(null);
const mainLineRef = useRef<Line>(null!);
const closingLineRef = useRef<Line>(null!);
const pointsRef = useRef<Array<[number, number]>>([]);
const levelYRef = useRef(0); // Track current level Y position
const currentLevelId = useViewer((state) => state.selection.levelId);
const setTool = useEditor((state) => state.setTool);
// Preview state for reactive rendering (for shape and point markers)
const [preview, setPreview] = useState<PreviewState>({
points: [],
cursorPoint: null,
levelY: 0,
});
useEffect(() => {
if (!currentLevelId) return;
let cursorPosition: [number, number] = [0, 0];
// Initialize line geometries
mainLineRef.current.geometry = new BufferGeometry();
closingLineRef.current.geometry = new BufferGeometry();
const updateLines = () => {
const points = pointsRef.current;
const y = levelYRef.current + Y_OFFSET;
if (points.length === 0) {
mainLineRef.current.visible = false;
closingLineRef.current.visible = false;
return;
}
// Build main line points
const linePoints: Vector3[] = points.map(
([x, z]) => new Vector3(x, y, z)
);
// Add cursor point
const lastPoint = points[points.length - 1];
if (lastPoint) {
const snapped = calculateSnapPoint(lastPoint, cursorPosition);
if (isValidPoint(snapped)) {
linePoints.push(new Vector3(snapped[0], y, snapped[1]));
}
}
// Update main line geometry
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 && lastPoint && isValidPoint(firstPoint)) {
const snapped = calculateSnapPoint(lastPoint, cursorPosition);
if (isValidPoint(snapped)) {
const closingPoints = [
new Vector3(snapped[0], y, snapped[1]),
new Vector3(firstPoint[0], y, firstPoint[1]),
];
closingLineRef.current.geometry.dispose();
closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints);
closingLineRef.current.visible = true;
}
} else {
closingLineRef.current.visible = false;
}
};
const updatePreview = () => {
const points = pointsRef.current;
const lastPoint = points[points.length - 1];
let cursorPt: [number, number] | null = null;
if (lastPoint) {
cursorPt = calculateSnapPoint(lastPoint, cursorPosition);
} else if (points.length === 0) {
cursorPt = cursorPosition;
}
setPreview({ points: [...points], cursorPoint: cursorPt, levelY: levelYRef.current });
updateLines();
};
const onGridMove = (event: GridEvent) => {
if (!cursorRef.current) return;
// Snap to 0.5 grid
const gridX = Math.round(event.position[0] * 2) / 2;
const gridZ = Math.round(event.position[2] * 2) / 2;
cursorPosition = [gridX, gridZ];
levelYRef.current = event.position[1];
// If we have points, snap to axis from last point
const lastPoint = pointsRef.current[pointsRef.current.length - 1];
if (lastPoint) {
const snapped = calculateSnapPoint(lastPoint, cursorPosition);
cursorRef.current.position.set(snapped[0], event.position[1], snapped[1]);
} else {
cursorRef.current.position.set(gridX, event.position[1], gridZ);
}
updatePreview();
};
const onGridClick = (event: GridEvent) => {
if (!currentLevelId) return;
const gridX = Math.round(event.position[0] * 2) / 2;
const gridZ = Math.round(event.position[2] * 2) / 2;
let clickPoint: [number, number] = [gridX, gridZ];
// Snap to axis from last point
const lastPoint = pointsRef.current[pointsRef.current.length - 1];
if (lastPoint) {
clickPoint = calculateSnapPoint(lastPoint, clickPoint);
}
// Check if clicking on the first point to close the shape
const firstPoint = pointsRef.current[0];
if (
pointsRef.current.length >= 3 &&
firstPoint &&
Math.abs(clickPoint[0] - firstPoint[0]) < 0.25 &&
Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
) {
// Create the slab
commitSlabDrawing(currentLevelId, pointsRef.current);
// Reset state
pointsRef.current = [];
setPreview({ points: [], cursorPoint: null, levelY: 0 });
mainLineRef.current.visible = false;
closingLineRef.current.visible = false;
// Deactivate tool
setTool(null);
} else {
// Add point to polygon
pointsRef.current = [...pointsRef.current, clickPoint];
updatePreview();
}
};
const onGridDoubleClick = (_event: GridEvent) => {
if (!currentLevelId) return;
// Need at least 3 points to form a polygon
if (pointsRef.current.length >= 3) {
commitSlabDrawing(currentLevelId, pointsRef.current);
// Reset state
pointsRef.current = [];
setPreview({ points: [], cursorPoint: null, levelY: 0 });
mainLineRef.current.visible = false;
closingLineRef.current.visible = false;
// Deactivate tool
setTool(null);
}
};
// Subscribe to events
emitter.on("grid:move", onGridMove);
emitter.on("grid:click", onGridClick);
emitter.on("grid:double-click", onGridDoubleClick);
return () => {
emitter.off("grid:move", onGridMove);
emitter.off("grid:click", onGridClick);
emitter.off("grid:double-click", onGridDoubleClick);
// Reset state on unmount
pointsRef.current = [];
};
}, [currentLevelId, setTool]);
const { points, cursorPoint, levelY } = preview;
// Create preview shape when we have 3+ points
const previewShape = useMemo(() => {
if (points.length < 3) return null;
const allPoints = [...points];
if (isValidPoint(cursorPoint)) {
allPoints.push(cursorPoint);
}
// 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 (!isValidPoint(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 (isValidPoint(pt)) {
shape.lineTo(pt[0], -pt[1]);
}
}
shape.closePath();
return shape;
}, [points, cursorPoint]);
return (
<group>
{/* Cursor */}
<mesh ref={cursorRef}>
<sphereGeometry args={[0.1, 16, 16]} />
<meshBasicMaterial
color="#a3a3a3"
depthTest={false}
depthWrite={false}
/>
</mesh>
{/* Preview fill */}
{previewShape && (
<mesh
frustumCulled={false}
position={[0, levelY + Y_OFFSET, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#a3a3a3"
depthTest={false}
opacity={0.3}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* Main line - uses native line element with TSL-compatible material */}
{/* @ts-ignore */}
<line ref={mainLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial
color="#737373"
linewidth={3}
depthTest={false}
depthWrite={false}
/>
</line>
{/* Closing line - uses native line element with TSL-compatible material */}
{/* @ts-ignore */}
<line ref={closingLineRef} frustumCulled={false} renderOrder={1} visible={false}>
<bufferGeometry />
<lineBasicNodeMaterial
color="#737373"
linewidth={2}
depthTest={false}
depthWrite={false}
opacity={0.5}
transparent
/>
</line>
{/* Point markers */}
{points.map(([x, z], index) =>
isValidPoint([x, z]) ? (
<mesh key={index} position={[x, levelY + Y_OFFSET + 0.01, z]}>
<sphereGeometry args={[0.1, 16, 16]} />
<meshBasicMaterial
color={index === 0 ? "#22c55e" : "#a3a3a3"}
depthTest={false}
depthWrite={false}
/>
</mesh>
) : null
)}
</group>
);
};