registry / systems / renderer
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import { useFrame } from "@react-three/fiber";
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import { lerp } from "three/src/math/MathUtils.js";
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import { sceneRegistry } from "../../hooks/scene-registry/scene-registry";
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import { LevelNode } from "../../schema";
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import useScene from "../../store/useScene";
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const LEVEL_HEIGHT = 2.5;
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const EXPLODED_GAP = 5;
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export const LevelSystem = () => {
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useFrame((_, delta) => {
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const levelMode = useScene.getState().levelMode;
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sceneRegistry.byType.level.forEach((levelId) => {
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const obj = sceneRegistry.nodes.get(levelId);
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if (obj) {
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const level = useScene.getState().nodes[levelId as LevelNode["id"]];
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const targetY =
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((level as any).level || 0) *
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(LEVEL_HEIGHT + (levelMode === "stacked" ? 0 : EXPLODED_GAP));
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obj.position.y = lerp(obj.position.y, targetY, delta * 3);
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}
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});
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});
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return null;
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};
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@@ -0,0 +1,205 @@
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import { useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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import { sceneRegistry } from "../../hooks/scene-registry/scene-registry";
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import { AnyNode, WallNode } from "../../schema";
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import useScene from "../../store/useScene";
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export const WallSystem = () => {
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const { nodes, dirtyNodes, clearDirty } = useScene();
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useFrame(() => {
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if (dirtyNodes.size === 0) return;
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dirtyNodes.forEach((id) => {
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const node = nodes[id];
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if (!node) return;
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const mesh = sceneRegistry.nodes.get(id) as THREE.Mesh;
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// 1. If a window is dirty, we actually need to redraw its PARENT wall
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// if ((node.type === 'window' || node.type === 'door') && node.parentId) {
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// updateWallGeometry(node.parentId);
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// return;
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// }
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// 2. If the wall itself is dirty
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if (node.type === "wall" && mesh) {
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updateWallGeometry(id);
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}
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clearDirty(id); // Reset for next frame
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});
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});
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return null;
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};
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// Optimization: Logic moved to a vanilla function so it can be called
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// by the Editor or the System without React overhead
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function updateWallGeometry(wallId: string) {
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const node = useScene.getState().nodes[wallId as WallNode["id"]];
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if (!node) return;
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if (node.type !== "wall") return;
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const mesh = sceneRegistry.nodes.get(wallId) as THREE.Mesh;
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if (!mesh) return;
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const childrenIds = node.children || [];
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const childrenNodes = childrenIds.map(
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(childId) => useScene.getState().nodes[childId]
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);
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// Perform the Extrusion with Holes logic we discussed
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const newGeo = generateExtrudedWall(node, childrenNodes);
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mesh.geometry.dispose();
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mesh.geometry = newGeo;
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mesh.position.set(node.start[0], 0, node.start[1]);
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// Rotate mesh to look at 'end' point
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const angle = Math.atan2(
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node.end[1] - node.start[1],
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node.end[0] - node.start[0]
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);
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mesh.rotation.y = -angle;
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}
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export function generateExtrudedWall(
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wallNode: WallNode,
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childrenNodes: AnyNode[]
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) {
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// 1. Calculate Wall Dimensions
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const start = new THREE.Vector2(wallNode.start[0], wallNode.start[1]);
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const end = new THREE.Vector2(wallNode.end[0], wallNode.end[1]);
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const length = start.distanceTo(end);
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const height = wallNode.height || 2.5;
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const thickness = wallNode.thickness || 0.2;
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// 2. Create the Main Wall Shape (a rectangle in 2D)
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// We draw this on the XY plane, where X is "along the wall" and Y is "height"
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const shape = new THREE.Shape();
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shape.moveTo(0, 0);
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shape.lineTo(length, 0);
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shape.lineTo(length, height);
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shape.lineTo(0, height);
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shape.closePath();
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// 3. Process Openings (Holes)
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// Compute wall's transform info for converting world coords to wall-local coords
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const wallStart: [number, number] = [wallNode.start[0], wallNode.start[1]];
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const wallAngle = Math.atan2(
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wallNode.end[1] - wallNode.start[1],
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wallNode.end[0] - wallNode.start[0]
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);
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childrenNodes.forEach((child) => {
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// Only process items that are intended to be wall cutouts
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if (child.type !== "item") return;
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const childMesh = sceneRegistry.nodes.get(child.id);
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if (!childMesh) return;
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const cutoutMesh = childMesh.getObjectByName("cutout") as THREE.Mesh;
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if (!cutoutMesh) return;
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const holePath = createPathFromCutout(cutoutMesh, wallStart, wallAngle);
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if (holePath) {
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shape.holes.push(holePath);
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}
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});
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// 4. Extrude the Shape into 3D
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const geometry = new THREE.ExtrudeGeometry(shape, {
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depth: thickness,
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bevelEnabled: false,
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});
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// 5. Pivot Alignment
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// Center the geometry thickness so the "start/end" line is in the middle of the wall
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geometry.translate(0, 0, -thickness / 2);
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return geometry;
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}
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/**
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* Creates a Path from a cutout mesh geometry, transforming vertices
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* from world space to wall-local space.
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*
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* Wall-local space:
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* - Origin at wall start point
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* - X axis runs along the wall (toward end point)
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* - Y axis is height (world Y)
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*/
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function createPathFromCutout(
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cutoutMesh: THREE.Mesh,
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wallStart: [number, number],
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wallAngle: number
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): THREE.Path | null {
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const geometry = cutoutMesh.geometry;
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if (!geometry) return null;
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const positions = geometry.attributes.position;
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if (!positions) return null;
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// Update world matrix to get correct world positions
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cutoutMesh.updateWorldMatrix(true, false);
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// Collect unique vertices (buffer geometry has duplicates for triangulation)
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const uniquePoints: THREE.Vector2[] = [];
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const seen = new Set<string>();
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const v3 = new THREE.Vector3();
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// Precompute sin/cos for rotation
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const cosAngle = Math.cos(-wallAngle);
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const sinAngle = Math.sin(-wallAngle);
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for (let i = 0; i < positions.count; i++) {
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v3.fromBufferAttribute(positions, i);
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// Transform to world space
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v3.applyMatrix4(cutoutMesh.matrixWorld);
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// Transform from world space to wall-local space:
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// 1. Translate so wall start is at origin (in XZ plane)
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const worldX = v3.x - wallStart[0];
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const worldZ = v3.z - wallStart[1];
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// 2. Rotate around Y axis to align wall with local X axis
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// The wall shape is drawn on XY plane, so we need:
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// - localX = distance along wall
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// - localY = height (world Y)
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const localX = worldX * cosAngle - worldZ * sinAngle;
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const localY = v3.y; // Height stays the same
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// Create a key for deduplication (with small tolerance)
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const key = `${localX.toFixed(4)},${localY.toFixed(4)}`;
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if (!seen.has(key)) {
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seen.add(key);
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uniquePoints.push(new THREE.Vector2(localX, localY));
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}
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}
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if (uniquePoints.length < 3) return null;
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// Sort points in counter-clockwise order around centroid
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const centroid = new THREE.Vector2(0, 0);
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for (const p of uniquePoints) {
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centroid.add(p);
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}
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centroid.divideScalar(uniquePoints.length);
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uniquePoints.sort((a, b) => {
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const angleA = Math.atan2(a.y - centroid.y, a.x - centroid.x);
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const angleB = Math.atan2(b.y - centroid.y, b.x - centroid.x);
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return angleA - angleB;
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});
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// Create the path
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const path = new THREE.Path();
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path.moveTo(uniquePoints[0]?.x || 0, uniquePoints[0]?.y || 0);
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for (let i = 1; i < uniquePoints.length; i++) {
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path.lineTo(uniquePoints[i]?.x || 0, uniquePoints[i]?.y || 0);
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}
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path.closePath();
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return path;
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}
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