Add auto ceilings and simplify ceiling selection affordances
This commit is contained in:
@@ -3,8 +3,8 @@ import {
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getWallCurveFrameAt,
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isCurvedWall,
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} from '../systems/wall/wall-curve'
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import { CeilingNode, SlabNode, type CeilingNode as CeilingNodeType, type SlabNode as SlabNodeType, type WallNode } from '../schema'
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import { simplifyClosedPolygon } from './polygon-geometry'
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import { SlabNode, type SlabNode as SlabNodeType, type WallNode } from '../schema'
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type Point2D = { x: number; y: number }
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@@ -31,6 +31,7 @@ type DetectedRoom = {
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}
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const DEFAULT_AUTO_SLAB_ELEVATION = 0.05
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const DEFAULT_AUTO_CEILING_HEIGHT = 2.5
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const ROOM_CURVE_TOLERANCE = 0.04
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const MAX_CURVE_SUBDIVISION_DEPTH = 6
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const AUTO_SLAB_POLYGON_SIMPLIFY_TOLERANCE = 0.08
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@@ -417,14 +418,15 @@ export function resolveWallSurfaceSides(
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}
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function nextAutoRoomName(
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slabs: Array<{
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nodes: Array<{
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name?: string
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}>,
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suffix: 'Slab' | 'Ceiling',
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) {
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let maxIndex = 0
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for (const slab of slabs) {
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const match = /^Room\s+(\d+)$/.exec((slab.name ?? '').trim())
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for (const node of nodes) {
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const match = /^Room\s+(\d+)(?:\s+(?:Slab|Ceiling))?$/i.exec((node.name ?? '').trim())
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if (!match) continue
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const index = Number(match[1])
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if (Number.isFinite(index)) {
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@@ -432,7 +434,17 @@ function nextAutoRoomName(
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}
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}
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return `Room ${maxIndex + 1}`
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return `Room ${maxIndex + 1} ${suffix}`
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}
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function sameTuplePolygon(
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current: Array<[number, number]>,
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next: Array<[number, number]>,
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) {
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return (
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current.length === next.length &&
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current.every((point, index) => point[0] === next[index]?.[0] && point[1] === next[index]?.[1])
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)
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}
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function wallGeometrySignature(wall: WallNode) {
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@@ -567,14 +579,7 @@ function syncAutoSlabsForLevel(
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const polygon = updatesById.get(slab.id)
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if (!polygon) return []
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const samePolygon =
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slab.polygon.length === polygon.length &&
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slab.polygon.every((point, index) => {
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const nextPoint = polygon[index]
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return point[0] === nextPoint?.[0] && point[1] === nextPoint?.[1]
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})
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return samePolygon ? [] : [{ id: slab.id, data: { polygon } }]
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return sameTuplePolygon(slab.polygon, polygon) ? [] : [{ id: slab.id, data: { polygon } }]
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})
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const plannedSlabsForNaming: Array<{ name?: string }> = [...existingSlabs]
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@@ -585,7 +590,7 @@ function syncAutoSlabsForLevel(
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const room = detected[index]
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if (!room) continue
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const name = nextAutoRoomName(plannedSlabsForNaming)
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const name = nextAutoRoomName(plannedSlabsForNaming, 'Slab')
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plannedSlabsForNaming.push({ name })
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slabsToCreate.push(
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@@ -612,6 +617,149 @@ function syncAutoSlabsForLevel(
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}
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}
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function syncAutoCeilingsForLevel(
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levelId: string,
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roomPolygons: Point2D[][],
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existingCeilings: CeilingNodeType[],
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sceneStore: any,
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) {
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const manualCeilings = existingCeilings.filter((ceiling) => !ceiling.autoFromWalls)
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const manualSignatures = new Set(
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manualCeilings.map((ceiling) => polygonSignature(ceiling.polygon.map(pointFromTuple))),
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)
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const detected: DetectedRoom[] = roomPolygons
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.map((poly) => ({
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poly: simplifyClosedPolygon(poly.map(pointToTuple), AUTO_SLAB_POLYGON_SIMPLIFY_TOLERANCE).map(
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pointFromTuple,
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),
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sig: '',
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centroid: { x: 0, y: 0 },
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area: 0,
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bbox: bboxOf([]),
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}))
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.map((room) => ({
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...room,
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sig: polygonSignature(room.poly),
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centroid: polygonCentroid(room.poly),
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area: Math.abs(polygonArea(room.poly)),
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bbox: bboxOf(room.poly),
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}))
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.filter(({ sig }) => !manualSignatures.has(sig))
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const existingAuto = existingCeilings.filter((ceiling) => ceiling.autoFromWalls)
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const existingAutoMeta = existingAuto.map((ceiling) => {
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const poly = ceiling.polygon.map(pointFromTuple)
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return {
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ceiling,
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sig: polygonSignature(poly),
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centroid: polygonCentroid(poly),
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area: Math.abs(polygonArea(poly)),
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bbox: bboxOf(poly),
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}
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})
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const matchedCeilingIds = new Set<string>()
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const matchedDetectedIdx = new Set<number>()
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const updatesById = new Map<string, [number, number][]>()
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const autoBySignature = new Map<string, (typeof existingAutoMeta)[number]>()
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for (const entry of existingAutoMeta) {
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autoBySignature.set(entry.sig, entry)
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}
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detected.forEach((room, index) => {
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const existing = autoBySignature.get(room.sig)
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if (!existing) return
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matchedDetectedIdx.add(index)
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matchedCeilingIds.add(existing.ceiling.id)
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updatesById.set(existing.ceiling.id, room.poly.map(pointToTuple))
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})
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const remainingDetected = detected
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.map((room, index) => ({ room, index }))
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.filter(({ index }) => !matchedDetectedIdx.has(index))
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.sort((a, b) => b.room.area - a.room.area)
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const remainingAuto = existingAutoMeta.filter((entry) => !matchedCeilingIds.has(entry.ceiling.id))
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for (const { room, index } of remainingDetected) {
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let bestMatch: { entry: (typeof remainingAuto)[number]; score: number } | null = null
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for (const entry of remainingAuto) {
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if (matchedCeilingIds.has(entry.ceiling.id)) continue
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const dx = room.centroid.x - entry.centroid.x
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const dy = room.centroid.y - entry.centroid.y
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const dist = Math.hypot(dx, dy)
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const areaRatio = entry.area > 1e-6 ? room.area / entry.area : 999
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const areaPenalty = Math.abs(Math.log(Math.max(1e-6, areaRatio)))
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const overlap = bboxOverlapArea(room.bbox, entry.bbox)
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if (overlap <= 0.0001 && dist > 1.5) continue
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const score = dist + areaPenalty * 0.35
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if (!bestMatch || score < bestMatch.score) {
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bestMatch = { entry, score }
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}
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}
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if (!bestMatch) continue
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matchedDetectedIdx.add(index)
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matchedCeilingIds.add(bestMatch.entry.ceiling.id)
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updatesById.set(bestMatch.entry.ceiling.id, room.poly.map(pointToTuple))
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}
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const ceilingsToDelete = existingAuto
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.filter((ceiling) => !updatesById.has(ceiling.id))
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.map((ceiling) => ceiling.id)
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const ceilingsToUpdate = existingAuto
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.filter((ceiling) => updatesById.has(ceiling.id))
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.flatMap((ceiling) => {
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const polygon = updatesById.get(ceiling.id)
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if (!polygon) return []
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return sameTuplePolygon(ceiling.polygon, polygon) ? [] : [{ id: ceiling.id, data: { polygon } }]
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})
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const plannedCeilingsForNaming: Array<{ name?: string }> = [...existingCeilings]
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const ceilingsToCreate: CeilingNodeType[] = []
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for (let index = 0; index < detected.length; index += 1) {
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if (matchedDetectedIdx.has(index)) continue
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const room = detected[index]
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if (!room) continue
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const name = nextAutoRoomName(plannedCeilingsForNaming, 'Ceiling')
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plannedCeilingsForNaming.push({ name })
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ceilingsToCreate.push(
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CeilingNode.parse({
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name,
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polygon: room.poly.map(pointToTuple),
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holes: [],
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height: DEFAULT_AUTO_CEILING_HEIGHT,
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autoFromWalls: true,
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}),
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)
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}
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if (ceilingsToDelete.length > 0) {
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sceneStore.getState().deleteNodes(ceilingsToDelete)
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}
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if (ceilingsToUpdate.length > 0) {
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sceneStore.getState().updateNodes(ceilingsToUpdate)
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}
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if (ceilingsToCreate.length > 0) {
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sceneStore.getState().createNodes(ceilingsToCreate.map((node) => ({ node, parentId: levelId })))
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}
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}
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function detectSpacesFromWalls(levelId: string, walls: WallNode[]) {
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const roomPolygons = extractRoomPolygons(walls)
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const wallUpdates: WallSideUpdate[] = walls.map((wall) => ({
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@@ -657,6 +805,9 @@ function runSpaceDetection(
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const slabs = Object.values(nodes).filter(
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(node: any) => node?.type === 'slab' && node.parentId === levelId,
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)
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const ceilings = Object.values(nodes).filter(
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(node: any) => node?.type === 'ceiling' && node.parentId === levelId,
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)
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const { wallUpdates, spaces, roomPolygons } = detectSpacesFromWalls(levelId, walls)
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@@ -683,6 +834,12 @@ function runSpaceDetection(
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slabs.map((slab: any) => SlabNode.parse(slab)),
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sceneStore,
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)
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syncAutoCeilingsForLevel(
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levelId,
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roomPolygons,
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ceilings.map((ceiling: any) => CeilingNode.parse(ceiling)),
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sceneStore,
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)
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for (const space of spaces) {
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nextSpaces[space.id] = space
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@@ -13,11 +13,13 @@ export const CeilingNode = BaseNode.extend({
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polygon: z.array(z.tuple([z.number(), z.number()])),
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holes: z.array(z.array(z.tuple([z.number(), z.number()]))).default([]),
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height: z.number().default(2.5), // Height in meters
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autoFromWalls: z.boolean().default(false),
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}).describe(
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dedent`
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Ceiling node - used to represent a ceiling in the building
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- polygon: array of [x, z] points defining the ceiling boundary
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- holes: array of polygons representing holes in the ceiling
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- autoFromWalls: whether the ceiling is automatically generated from a closed wall loop
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`,
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)
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+83
-44
@@ -2,30 +2,30 @@
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import {
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type CeilingNode,
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emitter,
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resolveLevelId,
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sceneRegistry,
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useScene,
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} from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { createPortal, type ThreeEvent } from '@react-three/fiber'
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import { useMemo } from 'react'
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import { useEffect, useMemo, useState } from 'react'
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import type { Object3D } from 'three'
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import { useShallow } from 'zustand/react/shallow'
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import useEditor from '../../../store/use-editor'
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const BRACKET_THICKNESS = 0.04
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const BRACKET_HEIGHT = 0.04
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const BRACKET_Y_OFFSET = 0.035
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const CORNER_BLOCK_SIZE = 0.085
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const HIT_BOX_SIZE: [number, number, number] = [0.24, 0.12, 0.24]
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const HIT_INSET = 0.16
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const HIT_BOX_SIZE: [number, number, number] = [0.28, 0.08, 0.28]
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type CornerBracketData = {
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corner: [number, number]
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hitCenter: [number, number]
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incomingDirection: [number, number]
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outgoingDirection: [number, number]
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incomingLength: number
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outgoingLength: number
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cornerStrength: number
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}
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export const CeilingSelectionAffordanceSystem = () => {
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@@ -75,13 +75,37 @@ const CeilingSelectionAffordance = ({
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ceiling: CeilingNode
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levelId: string
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}) => {
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const selectedIds = useViewer((state) => state.selection.selectedIds)
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const isSelected = selectedIds.includes(ceiling.id)
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const levelObject = sceneRegistry.nodes.get(levelId)
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const [levelObject, setLevelObject] = useState<Object3D | null>(() => sceneRegistry.nodes.get(levelId) ?? null)
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const corners = useMemo(() => buildCornerBrackets(ceiling.polygon), [ceiling.polygon])
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if (!levelObject || corners.length === 0 || isSelected) return null
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useEffect(() => {
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let frameId = 0
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const resolveLevelObject = () => {
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const nextLevelObject = sceneRegistry.nodes.get(levelId) ?? null
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setLevelObject((currentLevelObject) => {
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if (currentLevelObject === nextLevelObject) {
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return currentLevelObject
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}
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return nextLevelObject
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})
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if (!nextLevelObject) {
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frameId = window.requestAnimationFrame(resolveLevelObject)
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}
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}
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resolveLevelObject()
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return () => {
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if (frameId) {
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window.cancelAnimationFrame(frameId)
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}
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}
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}, [levelId])
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if (!levelObject || corners.length === 0) return null
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return createPortal(
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<group position={[0, (ceiling.height ?? 2.5) + BRACKET_Y_OFFSET, 0]}>
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@@ -104,17 +128,16 @@ const CornerBracket = ({
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ceiling: CeilingNode
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corner: CornerBracketData
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}) => {
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const [isHovered, setIsHovered] = useState(false)
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const color = '#d4d4d4'
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const opacity = 0.72
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const cubeColor = isHovered ? '#818cf8' : '#d4d4d4'
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const cubeOpacity = isHovered ? 0.92 : 0.72
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const handleClick = (e: ThreeEvent<PointerEvent>) => {
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if (e.button !== 0) return
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const handleClick = (e: ThreeEvent<MouseEvent>) => {
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e.stopPropagation()
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const nodes = useScene.getState().nodes
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const selection = useViewer.getState().selection
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const levelId = resolveLevelId(ceiling, nodes)
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const buildingId = findBuildingId(levelId, nodes)
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useEditor.getState().setMovingNode(null)
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useEditor.getState().setMovingWallEndpoint(null)
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@@ -122,39 +145,45 @@ const CornerBracket = ({
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useEditor.getState().setEditingHole(null)
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useEditor.getState().setMode('select')
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useViewer.getState().setSelection({
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buildingId: buildingId ?? selection.buildingId,
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levelId,
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selectedIds: [ceiling.id],
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emitter.emit('ceiling:click' as any, {
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node: ceiling,
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nativeEvent: e.nativeEvent,
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localPosition: [0, 0, 0],
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position: [corner.corner[0], ceiling.height ?? 2.5, corner.corner[1]],
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stopPropagation: () => e.stopPropagation(),
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})
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}
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return (
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<group position={[corner.corner[0], 0, corner.corner[1]]}>
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<mesh>
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<boxGeometry args={[CORNER_BLOCK_SIZE, BRACKET_HEIGHT, CORNER_BLOCK_SIZE]} />
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<meshBasicMaterial color={color} depthWrite={false} opacity={opacity} transparent />
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</mesh>
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<BracketLeg
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color={color}
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direction={corner.incomingDirection}
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length={corner.incomingLength}
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onClick={handleClick}
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opacity={opacity}
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/>
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<BracketLeg
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color={color}
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direction={corner.outgoingDirection}
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length={corner.outgoingLength}
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onClick={handleClick}
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opacity={opacity}
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/>
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<mesh
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onPointerDown={handleClick}
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position={[corner.hitCenter[0] - corner.corner[0], 0, corner.hitCenter[1] - corner.corner[1]]}
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onClick={handleClick}
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onPointerEnter={(e) => {
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e.stopPropagation()
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setIsHovered(true)
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}}
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onPointerLeave={(e) => {
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e.stopPropagation()
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setIsHovered(false)
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}}
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>
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<boxGeometry args={HIT_BOX_SIZE} />
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<meshBasicMaterial opacity={0} transparent />
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<meshBasicMaterial color={cubeColor} depthWrite={false} opacity={cubeOpacity} transparent />
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</mesh>
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</group>
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)
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@@ -164,11 +193,13 @@ const BracketLeg = ({
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direction,
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length,
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color,
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onClick,
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opacity,
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}: {
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direction: [number, number]
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length: number
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color: string
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onClick: (e: ThreeEvent<MouseEvent>) => void
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||||
opacity: number
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}) => {
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const angle = Math.atan2(direction[1], direction[0])
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@@ -179,7 +210,11 @@ const BracketLeg = ({
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||||
]
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||||
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return (
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<mesh position={position} rotation={[0, angle, 0]}>
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<mesh
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||||
onClick={onClick}
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||||
position={position}
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||||
rotation={[0, angle, 0]}
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||||
>
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<boxGeometry args={[length, BRACKET_HEIGHT, BRACKET_THICKNESS]} />
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<meshBasicMaterial color={color} depthWrite={false} opacity={opacity} transparent />
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</mesh>
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@@ -189,31 +224,41 @@ const BracketLeg = ({
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function buildCornerBrackets(polygon: Array<[number, number]>): CornerBracketData[] {
|
||||
if (polygon.length < 3) return []
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||||
|
||||
return polygon.map((corner, index) => {
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||||
const allCorners = polygon.map((corner, index) => {
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||||
const previous = polygon[(index - 1 + polygon.length) % polygon.length]!
|
||||
const next = polygon[(index + 1) % polygon.length]!
|
||||
const incomingVector = [previous[0] - corner[0], previous[1] - corner[1]] as [number, number]
|
||||
const outgoingVector = [next[0] - corner[0], next[1] - corner[1]] as [number, number]
|
||||
const incomingDirection = normalize2D(incomingVector)
|
||||
const outgoingDirection = normalize2D(outgoingVector)
|
||||
|
||||
const incomingLength = Math.hypot(incomingVector[0], incomingVector[1])
|
||||
const outgoingLength = Math.hypot(outgoingVector[0], outgoingVector[1])
|
||||
const insetDirection = normalize2D([
|
||||
normalize2D(incomingVector)[0] + normalize2D(outgoingVector)[0],
|
||||
normalize2D(incomingVector)[1] + normalize2D(outgoingVector)[1],
|
||||
])
|
||||
const cornerStrength = 1 - Math.abs(incomingDirection[0] * outgoingDirection[0] + incomingDirection[1] * outgoingDirection[1])
|
||||
|
||||
return {
|
||||
corner,
|
||||
hitCenter: [
|
||||
corner[0] + insetDirection[0] * HIT_INSET,
|
||||
corner[1] + insetDirection[1] * HIT_INSET,
|
||||
],
|
||||
incomingDirection: normalize2D(incomingVector),
|
||||
outgoingDirection: normalize2D(outgoingVector),
|
||||
incomingDirection,
|
||||
outgoingDirection,
|
||||
incomingLength: getBracketLength(incomingLength),
|
||||
outgoingLength: getBracketLength(outgoingLength),
|
||||
cornerStrength,
|
||||
}
|
||||
})
|
||||
|
||||
if (allCorners.length <= 4) {
|
||||
return allCorners
|
||||
}
|
||||
|
||||
const selectedIndices = new Set(
|
||||
allCorners
|
||||
.map((corner, index) => ({ index, strength: corner.cornerStrength }))
|
||||
.sort((a, b) => b.strength - a.strength)
|
||||
.slice(0, 4)
|
||||
.map(({ index }) => index),
|
||||
)
|
||||
|
||||
return allCorners.filter((_, index) => selectedIndices.has(index))
|
||||
}
|
||||
|
||||
function normalize2D(vector: [number, number]): [number, number] {
|
||||
@@ -225,9 +270,3 @@ function normalize2D(vector: [number, number]): [number, number] {
|
||||
function getBracketLength(edgeLength: number): number {
|
||||
return Math.max(0.14, Math.min(0.38, edgeLength * 0.22))
|
||||
}
|
||||
|
||||
function findBuildingId(levelId: string | null, nodes: Record<string, { parentId: string | null }>): string | null {
|
||||
if (!levelId) return null
|
||||
const level = nodes[levelId]
|
||||
return level?.parentId ?? null
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
import { emitter, type GridEvent, sceneRegistry } from '@pascal-app/core'
|
||||
import { createPortal } from '@react-three/fiber'
|
||||
import { useCallback, useEffect, useMemo, useRef, useState } from 'react'
|
||||
import { BufferGeometry, Float32BufferAttribute, type Line } from 'three'
|
||||
import { BufferGeometry, Float32BufferAttribute, type Line, type Object3D } from 'three'
|
||||
import { EDITOR_LAYER } from '../../../lib/constants'
|
||||
import { sfxEmitter } from '../../../lib/sfx-bus'
|
||||
|
||||
@@ -44,8 +44,40 @@ export const PolygonEditor: React.FC<PolygonEditorProps> = ({
|
||||
surfaceHeight = 0,
|
||||
allowPolygonMove = false,
|
||||
}) => {
|
||||
// Get level node from registry if levelId is provided
|
||||
const levelNode = levelId ? sceneRegistry.nodes.get(levelId) : null
|
||||
const [levelNode, setLevelNode] = useState<Object3D | null>(() =>
|
||||
levelId ? (sceneRegistry.nodes.get(levelId) ?? null) : null,
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
if (!levelId) {
|
||||
setLevelNode(null)
|
||||
return
|
||||
}
|
||||
|
||||
let frameId = 0
|
||||
|
||||
const resolveLevelNode = () => {
|
||||
const nextLevelNode = sceneRegistry.nodes.get(levelId) ?? null
|
||||
setLevelNode((currentLevelNode) => {
|
||||
if (currentLevelNode === nextLevelNode) {
|
||||
return currentLevelNode
|
||||
}
|
||||
return nextLevelNode
|
||||
})
|
||||
|
||||
if (!nextLevelNode) {
|
||||
frameId = window.requestAnimationFrame(resolveLevelNode)
|
||||
}
|
||||
}
|
||||
|
||||
resolveLevelNode()
|
||||
|
||||
return () => {
|
||||
if (frameId) {
|
||||
window.cancelAnimationFrame(frameId)
|
||||
}
|
||||
}
|
||||
}, [levelId])
|
||||
|
||||
// When using portal, edit at Y_OFFSET (local to level)
|
||||
// When not using portal, edit at world origin
|
||||
|
||||
@@ -51,6 +51,9 @@ export const CurveWallTool: React.FC<{ node: WallNode }> = ({ node }) => {
|
||||
let wasCommitted = false
|
||||
|
||||
const applyPreview = (curveOffset: number) => {
|
||||
if (previewOffsetRef.current === curveOffset) {
|
||||
return
|
||||
}
|
||||
previewOffsetRef.current = curveOffset
|
||||
|
||||
const nextNode = {
|
||||
@@ -64,6 +67,10 @@ export const CurveWallTool: React.FC<{ node: WallNode }> = ({ node }) => {
|
||||
}
|
||||
|
||||
const restoreOriginal = () => {
|
||||
if (previewOffsetRef.current === originalCurveOffset) {
|
||||
return
|
||||
}
|
||||
previewOffsetRef.current = originalCurveOffset
|
||||
useScene.getState().updateNode(nodeId, { curveOffset: originalCurveOffset })
|
||||
useScene.getState().markDirty(nodeId as AnyNodeId)
|
||||
}
|
||||
@@ -100,8 +107,10 @@ export const CurveWallTool: React.FC<{ node: WallNode }> = ({ node }) => {
|
||||
const curveOffset = previewOffsetRef.current
|
||||
wasCommitted = true
|
||||
useScene.temporal.getState().resume()
|
||||
if (curveOffset !== getClampedWallCurveOffset(node)) {
|
||||
useScene.getState().updateNode(nodeId, { curveOffset })
|
||||
useScene.getState().markDirty(nodeId as AnyNodeId)
|
||||
}
|
||||
useScene.temporal.getState().pause()
|
||||
|
||||
sfxEmitter.emit('sfx:item-place')
|
||||
|
||||
Reference in New Issue
Block a user