floorplan/zone: name label inside polygon + polygon editor on select
`buildZoneFloorplan` now emits a centered name label at the polygon's area-weighted centroid (Shoelace formula, with bbox-center fallback for degenerate rings). Label uses the legacy `FloorplanZoneLabel` styling: `fontSize: 0.2`, white fill, zone-color stroke, `paintOrder: 'stroke'` for the "outlined text" look that stays legible above any fill. When the zone is selected the builder also emits the polygon editor — edge-handle per edge, midpoint-handle per midpoint, endpoint-handle per vertex — driven by the shared `createPolygonVertexAffordance` / `createPolygonAddVertexAffordance` / `createPolygonMoveEdgeAffordance` factories slabs and ceilings already use. Zones have no `holes` field so the factory's optional `holeIndex` stays undefined and the operations target `node.polygon` directly. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.7
parent
3419cf8587
commit
0dee7747d2
@@ -0,0 +1,66 @@
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import { type NodeDefinition, ZoneNode as ZoneNodeSchema } from '@pascal-app/core'
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import {
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zoneAddVertexAffordance,
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zoneMoveEdgeAffordance,
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zoneMoveVertexAffordance,
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} from './floorplan-affordances'
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import { buildZoneFloorplan } from './floorplan'
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import { zoneParametrics } from './parametrics'
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import { ZoneNode } from './schema'
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/**
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* Zone — Stage A. Custom-behavior escape hatch: zone uses TSL shader
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* materials + `<Html>` portals + per-frame uniform poking, so it
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* lives via `def.renderer` + `def.system` (no `def.geometry` possible
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* because zone isn't really a mesh).
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*/
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export const zoneDefinition: NodeDefinition<typeof ZoneNode> = {
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kind: 'zone',
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schemaVersion: 1,
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schema: ZoneNode,
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category: 'site',
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defaults: () => {
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const stub = ZoneNodeSchema.parse({ id: 'zone_default' as never, type: 'zone' })
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const { id: _id, type: _type, ...rest } = stub
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return rest
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},
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capabilities: {
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selectable: { hitVolume: 'bbox' },
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duplicable: true,
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deletable: true,
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},
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parametrics: zoneParametrics,
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renderer: {
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kind: 'parametric',
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module: () => import('./renderer'),
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},
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system: {
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module: () => import('./system'),
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priority: 4,
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},
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floorplan: buildZoneFloorplan,
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// Polygon editor when selected — same three operations slabs / ceilings
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// expose. The shared factories key off `node.polygon`, optional
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// `node.holes` (absent on zones). See `floorplan-affordances.ts`.
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floorplanAffordances: {
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'move-vertex': zoneMoveVertexAffordance,
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'add-vertex': zoneAddVertexAffordance,
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'move-edge': zoneMoveEdgeAffordance,
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},
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presentation: {
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label: 'Zone',
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description: 'A polygonal site zone (lawn, water, paving) with a TSL gradient material.',
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icon: { kind: 'url', src: '/icons/zone.png' },
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paletteSection: 'site',
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paletteOrder: 20,
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},
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mcp: {
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description: 'A polygon-bounded site zone with a typed surface (grass / water / paving / ...).',
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},
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}
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@@ -0,0 +1,20 @@
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import type { ZoneNode } from '@pascal-app/core'
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import {
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createPolygonAddVertexAffordance,
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createPolygonMoveEdgeAffordance,
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createPolygonVertexAffordance,
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} from '../shared/polygon-vertex-affordance'
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/**
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* 2D drag affordances for zone — same three polygon-editing operations
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* slabs and ceilings expose. Zones have no `holes` field, but the
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* shared factory accepts that case (holeIndex stays undefined and the
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* boundary polygon is the target).
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*
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* - `move-vertex` — drag an existing polygon vertex.
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* - `add-vertex` — insert a new vertex at an edge midpoint, then drag.
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* - `move-edge` — drag an entire edge perpendicular to itself.
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*/
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export const zoneMoveVertexAffordance = createPolygonVertexAffordance<ZoneNode>('zone')
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export const zoneAddVertexAffordance = createPolygonAddVertexAffordance<ZoneNode>('zone')
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export const zoneMoveEdgeAffordance = createPolygonMoveEdgeAffordance<ZoneNode>('zone')
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@@ -0,0 +1,150 @@
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import type { FloorplanGeometry, FloorplanPoint, GeometryContext, ZoneNode } from '@pascal-app/core'
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/**
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* Stage C floor-plan builder for zone. Zones are colored polygons —
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* fill + outline both come from `zone.color`. Selection adds an
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* accent-colored outline.
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*
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* The zone's `name` renders as a centered text label at the polygon's
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* geometric centroid. The registry layer sorts zones before every
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* other kind so the label + polygon sit *under* walls / slabs /
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* furniture in the SVG document order (= z-order).
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*/
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export function buildZoneFloorplan(node: ZoneNode, ctx: GeometryContext): FloorplanGeometry | null {
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const ring = node.polygon
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if (!ring || ring.length < 3) return null
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const view = ctx.viewState
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const palette = view?.palette
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const isSelected = view?.selected ?? false
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const isHighlighted = view?.highlighted ?? false
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const showSelectedChrome = isSelected || isHighlighted
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const points: FloorplanPoint[] = ring.map(([x, z]) => [x, z] as FloorplanPoint)
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const stroke = showSelectedChrome && palette ? palette.selectedStroke : node.color
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const fillOpacity = isSelected ? 0.28 : 0.16
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const children: FloorplanGeometry[] = [
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{
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kind: 'polygon',
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points,
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fill: node.color,
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fillOpacity,
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stroke,
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strokeWidth: showSelectedChrome ? 0.08 : 0.05,
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strokeOpacity: showSelectedChrome ? 0.96 : 0.72,
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strokeLinejoin: 'round',
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vectorEffect: 'non-scaling-stroke',
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},
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]
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// Polygon editor — emitted only when the zone is the active
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// selection. Same three handle types slabs / ceilings expose:
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// edge-handle (drag whole edge), midpoint-handle (insert a vertex),
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// endpoint-handle (drag an existing vertex). Order matters for
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// hit-test layering: edges (large hit area) first, then midpoints,
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// then vertices on top.
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if (isSelected) {
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for (let i = 0; i < ring.length; i++) {
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const a = ring[i]!
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const b = ring[(i + 1) % ring.length]!
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children.push({
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kind: 'edge-handle',
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x1: a[0],
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y1: a[1],
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x2: b[0],
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y2: b[1],
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affordance: 'move-edge',
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payload: { edgeIndex: i },
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})
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}
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for (let i = 0; i < ring.length; i++) {
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const a = ring[i]!
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const b = ring[(i + 1) % ring.length]!
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children.push({
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kind: 'midpoint-handle',
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point: [(a[0] + b[0]) / 2, (a[1] + b[1]) / 2],
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affordance: 'add-vertex',
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payload: { edgeIndex: i },
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})
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}
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for (let i = 0; i < ring.length; i++) {
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const [x, z] = ring[i]!
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children.push({
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kind: 'endpoint-handle',
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point: [x, z],
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state: 'idle',
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affordance: 'move-vertex',
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payload: { vertexIndex: i },
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})
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}
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}
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// Name label — white fill inside a zone-colored stroke (`paintOrder:
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// 'stroke'` paints the stroke first so the fill reads cleanly through
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// it). Mirrors the legacy `FloorplanZoneLabel` so the look is
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// consistent. Centered on the polygon's area-weighted centroid; the
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// bbox-center fallback handles degenerate rings without throwing.
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const name = node.name?.trim()
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if (name) {
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const [cx, cy] = polygonCentroid(ring)
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children.push({
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kind: 'text',
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x: cx,
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y: cy,
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text: name,
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// Same constants the legacy `FLOORPLAN_ZONE_LABEL_FONT_SIZE` uses
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// (0.2 plan metres ≈ readable at typical building zooms).
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fontSize: ZONE_LABEL_FONT_SIZE,
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fill: '#ffffff',
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stroke: node.color,
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strokeWidth: ZONE_LABEL_FONT_SIZE * 0.35,
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paintOrder: 'stroke',
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fontFamily: 'system-ui, -apple-system, sans-serif',
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fontWeight: 500,
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textAnchor: 'middle',
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dominantBaseline: 'central',
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opacity: showSelectedChrome ? 1 : 0.92,
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})
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}
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return { kind: 'group', children }
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}
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const ZONE_LABEL_FONT_SIZE = 0.2
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/**
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* Area-weighted centroid of a simple polygon (Shoelace formula). Falls
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* back to the bounding-box center when the signed area is degenerate
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* (collinear vertices, zero-area polygon) so the label still has a
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* sensible anchor.
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*/
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function polygonCentroid(ring: ReadonlyArray<readonly [number, number]>): [number, number] {
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let area = 0
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let cx = 0
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let cy = 0
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for (let i = 0; i < ring.length; i++) {
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const [x0, y0] = ring[i]!
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const [x1, y1] = ring[(i + 1) % ring.length]!
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const cross = x0 * y1 - x1 * y0
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area += cross
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cx += (x0 + x1) * cross
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cy += (y0 + y1) * cross
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}
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area *= 0.5
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if (Math.abs(area) < 1e-9) {
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// Degenerate — fall back to bbox center.
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let minX = Infinity
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let maxX = -Infinity
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let minY = Infinity
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let maxY = -Infinity
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for (const [x, y] of ring) {
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if (x < minX) minX = x
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if (x > maxX) maxX = x
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if (y < minY) minY = y
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if (y > maxY) maxY = y
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}
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return [(minX + maxX) / 2, (minY + maxY) / 2]
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}
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return [cx / (6 * area), cy / (6 * area)]
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}
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@@ -0,0 +1 @@
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export { zoneDefinition } from './definition'
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@@ -0,0 +1,5 @@
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import type { ParametricDescriptor, ZoneNode } from '@pascal-app/core'
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export const zoneParametrics: ParametricDescriptor<ZoneNode> = {
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groups: [],
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}
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@@ -0,0 +1,258 @@
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'use client'
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import { useRegistry, type ZoneNode } from '@pascal-app/core'
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import { useNodeEvents, ZONE_LAYER } from '@pascal-app/viewer'
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import { Html } from '@react-three/drei'
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import { useMemo, useRef } from 'react'
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import { BufferGeometry, Color, DoubleSide, Float32BufferAttribute, type Group, Shape } from 'three'
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import { color, float, uniform, uv } from 'three/tsl'
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import { MeshBasicNodeMaterial } from 'three/webgpu'
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const Y_OFFSET = 0.01
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const WALL_HEIGHT = 2.3
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/**
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* Creates a gradient material for zone walls using TSL
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* Gradient goes from zone color at bottom to transparent at top
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*/
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const createWallGradientMaterial = (zoneColor: string) => {
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const baseColor = color(new Color(zoneColor))
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// Use UV y coordinate for vertical gradient (0 at bottom, 1 at top)
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const gradientT = uv().y
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const opacity = uniform(0)
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// Fade opacity from 0.6 at bottom to 0 at top
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const finalOpacity = float(0.6).mul(float(1).sub(gradientT)).mul(opacity)
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return new MeshBasicNodeMaterial({
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transparent: true,
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colorNode: baseColor,
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opacityNode: finalOpacity,
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side: DoubleSide,
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depthWrite: true,
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depthTest: false,
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userData: {
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uOpacity: opacity,
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},
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})
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}
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/**
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* Creates a floor material for zones using TSL
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*/
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const createFloorMaterial = (zoneColor: string) => {
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const baseColor = color(new Color(zoneColor))
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const opacity = uniform(0)
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return new MeshBasicNodeMaterial({
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transparent: true,
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colorNode: baseColor,
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opacityNode: float(0.25).mul(opacity),
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side: DoubleSide,
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depthWrite: false,
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depthTest: false,
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userData: { uOpacity: opacity },
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})
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}
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/**
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* Creates wall geometry for zone borders
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* Each wall segment is a vertical quad from one polygon point to the next
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*/
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const createWallGeometry = (polygon: Array<[number, number]>): BufferGeometry => {
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const geometry = new BufferGeometry()
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if (polygon.length < 2) return geometry
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const positions: number[] = []
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const uvs: number[] = []
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const indices: number[] = []
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// Create a wall segment for each edge of the polygon
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for (let i = 0; i < polygon.length; i++) {
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const current = polygon[i]!
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const next = polygon[(i + 1) % polygon.length]!
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const baseIndex = i * 4
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// Four vertices per wall segment (two triangles forming a quad)
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// Bottom-left
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positions.push(current[0]!, Y_OFFSET, current[1]!)
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uvs.push(0, 0)
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// Bottom-right
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positions.push(next[0]!, Y_OFFSET, next[1]!)
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uvs.push(1, 0)
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// Top-right
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positions.push(next[0]!, Y_OFFSET + WALL_HEIGHT, next[1]!)
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uvs.push(1, 1)
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// Top-left
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positions.push(current[0]!, Y_OFFSET + WALL_HEIGHT, current[1]!)
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uvs.push(0, 1)
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// Two triangles for the quad
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indices.push(baseIndex, baseIndex + 1, baseIndex + 2, baseIndex, baseIndex + 2, baseIndex + 3)
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}
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geometry.setAttribute('position', new Float32BufferAttribute(positions, 3))
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geometry.setAttribute('uv', new Float32BufferAttribute(uvs, 2))
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geometry.setIndex(indices)
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geometry.computeVertexNormals()
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return geometry
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}
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export const ZoneRenderer = ({ node }: { node: ZoneNode }) => {
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const ref = useRef<Group>(null!)
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useRegistry(node.id, 'zone', ref)
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// Create floor shape from polygon
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const floorShape = useMemo(() => {
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if (!node?.polygon || node.polygon.length < 3) return null
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const shape = new Shape()
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const firstPt = node.polygon[0]!
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// Shape is in X-Y plane, we rotate it to X-Z plane
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// Negate Y (which becomes Z) to get correct orientation
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shape.moveTo(firstPt[0]!, -firstPt[1]!)
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for (let i = 1; i < node.polygon.length; i++) {
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const pt = node.polygon[i]!
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shape.lineTo(pt[0]!, -pt[1]!)
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}
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shape.closePath()
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return shape
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}, [node?.polygon])
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// Create wall geometry from polygon
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const wallGeometry = useMemo(() => {
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if (!node?.polygon || node.polygon.length < 2) return null
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return createWallGeometry(node.polygon)
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}, [node?.polygon])
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// Calculate polygon centroid for label positioning using the geometric centroid formula
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// This correctly handles polygons regardless of vertex distribution along edges
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const centroid = useMemo(() => {
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if (!node?.polygon || node.polygon.length < 3) return [0, 0] as [number, number]
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const polygon = node.polygon
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let signedArea = 0
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let cx = 0
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let cz = 0
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for (let i = 0; i < polygon.length; i++) {
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const [x0, z0] = polygon[i]!
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const [x1, z1] = polygon[(i + 1) % polygon.length]!
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// Cross product for signed area
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const cross = x0 * z1 - x1 * z0
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signedArea += cross
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cx += (x0 + x1) * cross
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cz += (z0 + z1) * cross
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}
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signedArea /= 2
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const factor = 1 / (6 * signedArea)
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return [cx * factor, cz * factor] as [number, number]
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}, [node?.polygon])
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// Create materials
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const floorMaterial = useMemo(() => {
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if (!node?.color) return null
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return createFloorMaterial(node.color)
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}, [node?.color])
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const wallMaterial = useMemo(() => {
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if (!node?.color) return null
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return createWallGradientMaterial(node.color)
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}, [node?.color])
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const handlers = useNodeEvents(node, 'zone')
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if (!(node && floorShape && wallGeometry && floorMaterial && wallMaterial)) {
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return null
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}
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return (
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<group ref={ref} {...handlers} userData={{ labelPosition: [centroid[0], 1, centroid[1]] }}>
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<Html
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name="label"
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position={[centroid[0], 1, centroid[1]]}
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style={{ pointerEvents: 'none' }}
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zIndexRange={[10, 0]}
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>
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<div
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id={`${node.id}-label`}
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style={{
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display: 'flex',
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flexDirection: 'column',
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alignItems: 'center',
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transform: 'translate3d(-50%, -50%, 0)',
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opacity: 0,
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transition: 'opacity 0.3s ease-in-out',
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}}
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>
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<div
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style={{
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width: 'max-content',
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color: 'white',
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textShadow: `-1px -1px 0 ${node.color}, 1px -1px 0 ${node.color}, -1px 1px 0 ${node.color}, 1px 1px 0 ${node.color}`,
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textAlign: 'center',
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}}
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>
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<span>{node.name}</span>
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</div>
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<div
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className="label-pin"
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style={{
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display: 'flex',
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flexDirection: 'column',
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alignItems: 'center',
|
||||
marginTop: '2px',
|
||||
opacity: 0,
|
||||
transition: 'opacity 0.5s ease-in-out',
|
||||
}}
|
||||
>
|
||||
<div
|
||||
style={{
|
||||
width: '2px',
|
||||
height: '40px',
|
||||
backgroundColor: node.color,
|
||||
}}
|
||||
/>
|
||||
<div
|
||||
style={{
|
||||
width: '10px',
|
||||
height: '10px',
|
||||
borderRadius: '50%',
|
||||
backgroundColor: node.color,
|
||||
border: '1px solid white',
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</Html>
|
||||
|
||||
{/* Floor fill */}
|
||||
<mesh
|
||||
layers={ZONE_LAYER}
|
||||
material={floorMaterial}
|
||||
name="floor"
|
||||
position={[0, Y_OFFSET, 0]}
|
||||
rotation={[-Math.PI / 2, 0, 0]}
|
||||
>
|
||||
<shapeGeometry args={[floorShape]} />
|
||||
</mesh>
|
||||
|
||||
{/* Wall borders with gradient */}
|
||||
<mesh geometry={wallGeometry} layers={ZONE_LAYER} material={wallMaterial} name="walls" />
|
||||
</group>
|
||||
)
|
||||
}
|
||||
|
||||
export default ZoneRenderer
|
||||
@@ -0,0 +1 @@
|
||||
export { ZoneNode } from '@pascal-app/core'
|
||||
@@ -0,0 +1,5 @@
|
||||
'use client'
|
||||
|
||||
import { ZoneSystem } from '@pascal-app/viewer'
|
||||
|
||||
export default ZoneSystem
|
||||
Reference in New Issue
Block a user