Wire shelf + spawn placement polish: SFX, cursor, sidebar, selection
User-visible follow-ups after first running the Phase 2 spike.
Spawn tool now matches legacy UX:
- CursorSphere from @pascal-app/editor for the placement indicator
(ring + line + tool-icon tooltip) — was a plain sphere mesh.
- Emits sfx:structure-build on commit + setTool(null) + setMode
('select') to exit build mode, matching legacy spawn-tool.
Shelf tool placement:
- Emits sfx:structure-build on commit.
- Cursor preview now shows top board + brackets (was just the top),
matching what gets placed.
Shelf selectable from the 3D canvas:
- ShelfEvent type added to @pascal-app/core/events/bus.
- 'shelf' added to NodeConfig in useNodeEvents.
- ShelfRenderer wires `useNodeEvents(node, 'shelf')` handlers onto
every mesh. Clicks/hovers now bubble through the editor's selection
manager and update useViewer.selection.
Shelf appears in the sidebar:
- ShelfTreeNode component (mirrors spawn-tree-node's shape +
selection/hover/rename wiring; lucide Layers icon).
- TreeNode dispatcher adds a `case 'shelf':` arm.
Framework changes:
- @pascal-app/editor exports CursorSphere alongside triggerSFX.
- @pascal-app/nodes now declares @pascal-app/editor as peer/dev dep.
Pre-existing typecheck errors in @pascal-app/editor (ceiling-tree-node,
fence-tree-node, slab-tree-node, scene.ts) are unchanged — present on
main and not introduced by this commit.
630 tests still pass.
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
a89a1efccf
commit
76794ceb7d
@@ -13,6 +13,7 @@ import type {
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LevelNode,
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RoofNode,
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RoofSegmentNode,
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ShelfNode,
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SiteNode,
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SlabNode,
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SpawnNode,
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@@ -57,6 +58,7 @@ export type SiteEvent = NodeEvent<SiteNode>
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export type BuildingEvent = NodeEvent<BuildingNode>
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export type LevelEvent = NodeEvent<LevelNode>
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export type ZoneEvent = NodeEvent<ZoneNode>
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export type ShelfEvent = NodeEvent<ShelfNode>
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export type SlabEvent = NodeEvent<SlabNode>
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export type SpawnEvent = NodeEvent<SpawnNode>
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export type CeilingEvent = NodeEvent<CeilingNode>
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@@ -189,6 +191,7 @@ type EditorEvents = GridEvents &
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NodeEvents<'level', LevelEvent> &
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NodeEvents<'zone', ZoneEvent> &
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NodeEvents<'slab', SlabEvent> &
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NodeEvents<'shelf', ShelfEvent> &
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NodeEvents<'spawn', SpawnEvent> &
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NodeEvents<'ceiling', CeilingEvent> &
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NodeEvents<'column', ColumnEvent> &
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@@ -14,6 +14,7 @@ export type {
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NodeEvent,
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RoofEvent,
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RoofSegmentEvent,
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ShelfEvent,
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SiteEvent,
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SlabEvent,
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SpawnEvent,
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@@ -0,0 +1,80 @@
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'use client'
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import { type ShelfNode, useScene } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { Layers } from 'lucide-react'
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import { memo, useCallback, useState } from 'react'
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import useEditor from './../../../../../store/use-editor'
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import { InlineRenameInput } from './inline-rename-input'
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import { focusTreeNode, handleTreeSelection, TreeNodeWrapper } from './tree-node'
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import { TreeNodeActions } from './tree-node-actions'
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interface ShelfTreeNodeProps {
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nodeId: ShelfNode['id']
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depth: number
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isLast?: boolean
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}
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/**
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* Sidebar tree entry for shelf. Mirrors spawn-tree-node's shape so the
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* existing tree-node-wrapper / selection / hover / rename plumbing all work
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* unchanged. Phase 4 derives this row generically from
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* `definition.presentation` — until then, one file per kind.
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*/
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export const ShelfTreeNode = memo(function ShelfTreeNode({
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nodeId,
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depth,
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isLast,
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}: ShelfTreeNodeProps) {
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const [isEditing, setIsEditing] = useState(false)
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const isVisible = useScene((s) => s.nodes[nodeId]?.visible !== false)
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const isSelected = useViewer((state) => state.selection.selectedIds.includes(nodeId))
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const isHovered = useViewer((state) => state.hoveredId === nodeId)
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const setSelection = useViewer((state) => state.setSelection)
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const setHoveredId = useViewer((state) => state.setHoveredId)
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const handleClick = useCallback(
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(e: React.MouseEvent) => {
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e.stopPropagation()
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const handled = handleTreeSelection(
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e,
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nodeId,
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useViewer.getState().selection.selectedIds,
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setSelection,
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)
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if (!handled && useEditor.getState().phase === 'furnish') {
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useEditor.getState().setPhase('structure')
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}
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},
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[nodeId, setSelection],
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)
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return (
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<TreeNodeWrapper
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actions={<TreeNodeActions nodeId={nodeId} />}
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depth={depth}
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expanded={false}
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hasChildren={false}
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icon={<Layers size={14} />}
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isHovered={isHovered}
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isLast={isLast}
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isSelected={isSelected}
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isVisible={isVisible}
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label={
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<InlineRenameInput
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defaultName="Shelf"
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isEditing={isEditing}
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nodeId={nodeId}
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onStartEditing={() => setIsEditing(true)}
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onStopEditing={() => setIsEditing(false)}
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/>
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}
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nodeId={nodeId}
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onClick={handleClick}
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onDoubleClick={() => focusTreeNode(nodeId)}
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onMouseEnter={() => setHoveredId(nodeId)}
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onMouseLeave={() => setHoveredId(null)}
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onToggle={() => {}}
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/>
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)
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})
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@@ -63,6 +63,7 @@ import { FenceTreeNode } from './fence-tree-node'
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import { ItemTreeNode } from './item-tree-node'
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import { LevelTreeNode } from './level-tree-node'
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import { RoofTreeNode } from './roof-tree-node'
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import { ShelfTreeNode } from './shelf-tree-node'
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import { SlabTreeNode } from './slab-tree-node'
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import { SpawnTreeNode } from './spawn-tree-node'
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import { StairTreeNode } from './stair-tree-node'
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@@ -94,6 +95,8 @@ export const TreeNode = memo(function TreeNode({ nodeId, depth = 0, isLast }: Tr
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return <ElevatorTreeNode depth={depth} isLast={isLast} nodeId={nodeId} />
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case 'level':
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return <LevelTreeNode depth={depth} isLast={isLast} nodeId={nodeId as `level_${string}`} />
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case 'shelf':
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return <ShelfTreeNode depth={depth} isLast={isLast} nodeId={nodeId as `shelf_${string}`} />
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case 'slab':
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return <SlabTreeNode depth={depth} isLast={isLast} nodeId={nodeId} />
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case 'spawn':
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@@ -4,6 +4,7 @@ export {
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type SnapshotCameraData,
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ThumbnailGenerator,
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} from './components/editor/thumbnail-generator'
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export { CursorSphere } from './components/tools/shared/cursor-sphere'
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export { CameraActions as ViewerToolbarRight } from './components/ui/action-menu/camera-actions'
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export { ViewToggles as ViewerToolbarLeft } from './components/ui/action-menu/view-toggles'
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export { useCommandPalette } from './components/ui/command-palette'
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@@ -24,6 +24,7 @@
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},
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"peerDependencies": {
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"@pascal-app/core": "^0.8.0",
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"@pascal-app/editor": "^0.8.0",
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"@pascal-app/viewer": "^0.8.0",
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"@react-three/drei": "^10",
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"@react-three/fiber": "^9",
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@@ -32,6 +33,7 @@
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},
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"devDependencies": {
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"@pascal-app/core": "^0.8.0",
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"@pascal-app/editor": "^0.8.0",
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"@pascal-app/viewer": "^0.8.0",
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"@pascal/typescript-config": "*",
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"@types/bun": "^1.3.0",
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@@ -1,15 +1,11 @@
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'use client'
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import { useLiveTransforms, useRegistry } from '@pascal-app/core'
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import { useNodeEvents } from '@pascal-app/viewer'
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import { useEffect, useMemo, useRef } from 'react'
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import { Color, type Group } from 'three'
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import type { ShelfNode } from './schema'
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// Note: useNodeEvents from @pascal-app/viewer has a hardcoded kind list and
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// doesn't yet know about 'shelf'. Phase 4 generalizes it via the registry —
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// until then, shelf selection works via R3F's default raycast (clicks bubble
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// through; the editor's selection manager hit-tests the registered Object3D).
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/**
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* Registry-driven shelf renderer. Renders top board + brackets as inline R3F
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* primitives so React owns the scene graph end-to-end — no imperative
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@@ -19,9 +15,14 @@ import type { ShelfNode } from './schema'
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* shape outside of React (used by tests + reachable by AI-authored consumers
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* that want a Three.js Group). Keeping both costs nothing because the shape
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* primitives are tiny.
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*
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* `useNodeEvents(node, 'shelf')` wires pointer events on each mesh into the
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* editor's emitter — the selection manager subscribes to `shelf:click` etc.
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* and updates `useViewer.selection`. Required for selection from the canvas.
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*/
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const ShelfRenderer = ({ node }: { node: ShelfNode }) => {
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const ref = useRef<Group>(null!)
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const handlers = useNodeEvents(node, 'shelf')
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const liveTransform = useLiveTransforms((state) => state.get(node.id))
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useRegistry(node.id, 'shelf', ref)
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@@ -29,7 +30,7 @@ const ShelfRenderer = ({ node }: { node: ShelfNode }) => {
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const color = useMemo(() => new Color(node.color), [node.color])
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const topY = node.height + node.thickness / 2
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// Bracket dimensions mirror buildShelfGeometry — keep these in sync if the
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// Bracket dimensions mirror buildShelfGeometry — keep in sync if the
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// geometry function evolves. Phase 4 may consolidate.
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const inset = Math.min(0.12, node.width / 6)
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const bracketHeight = Math.max(0.01, node.height)
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@@ -52,7 +53,7 @@ const ShelfRenderer = ({ node }: { node: ShelfNode }) => {
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visible={node.visible}
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>
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{/* Top board */}
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<mesh position={[0, topY, 0]} name="shelf-top">
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<mesh position={[0, topY, 0]} name="shelf-top" {...handlers}>
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<boxGeometry args={[node.width, node.thickness, node.depth]} />
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<meshStandardMaterial color={color} roughness={0.65} metalness={0.05} />
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</mesh>
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@@ -63,6 +64,7 @@ const ShelfRenderer = ({ node }: { node: ShelfNode }) => {
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<mesh
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position={[-(node.width / 2 - inset), bracketHeight / 2, 0]}
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name="shelf-bracket-left"
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{...handlers}
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>
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<boxGeometry args={[bracketWidth, bracketHeight, bracketDepth]} />
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<meshStandardMaterial color={color} roughness={0.65} metalness={0.05} />
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@@ -70,6 +72,7 @@ const ShelfRenderer = ({ node }: { node: ShelfNode }) => {
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<mesh
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position={[node.width / 2 - inset, bracketHeight / 2, 0]}
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name="shelf-bracket-right"
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{...handlers}
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>
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<boxGeometry args={[bracketWidth, bracketHeight, bracketDepth]} />
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<meshStandardMaterial color={color} roughness={0.65} metalness={0.05} />
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@@ -8,6 +8,7 @@ import {
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snapPointToGrid,
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useScene,
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} from '@pascal-app/core'
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import { triggerSFX } from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useRef } from 'react'
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import { type Group, Vector3 } from 'three'
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@@ -16,13 +17,11 @@ const worldVector = new Vector3()
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const GRID_STEP = 0.5
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/**
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* Convert a click event into the shelf's commit position (level-local). The
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* shelf node's `position` field is stored relative to its level parent, so
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* we project the click point into the level's local frame before storing.
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* Convert a click into the shelf's commit position (level-local). The shelf
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* node's `position` field is stored relative to its level parent, so we
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* project the click point into the level's local frame before storing.
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*
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* Different from the cursor preview path: the cursor lives inside the
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* ToolManager's building-local group and snaps to `event.localPosition`
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* directly. This conversion only applies to the *committed* data.
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* Cursor display uses event.localPosition (building-local) — see onGridMove.
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*/
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function getLevelLocalPosition(levelId: string, event: GridEvent): [number, number, number] {
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const levelObject = sceneRegistry.nodes.get(levelId)
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@@ -37,6 +36,17 @@ function getLevelLocalPosition(levelId: string, event: GridEvent): [number, numb
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return [sx, worldVector.y, sz]
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}
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// Cursor preview dimensions — match the shelf's default schema dimensions.
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// Once the shelf has user-tunable defaults in the inspector, this can pull
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// from the active draft.
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const PREVIEW_WIDTH = 1.2
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const PREVIEW_DEPTH = 0.3
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const PREVIEW_THICKNESS = 0.04
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const PREVIEW_HEIGHT = 0.9
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const PREVIEW_INSET = Math.min(0.12, PREVIEW_WIDTH / 6)
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const PREVIEW_BRACKET_WIDTH = Math.max(0.02, PREVIEW_DEPTH * 0.12)
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const PREVIEW_BRACKET_DEPTH = PREVIEW_DEPTH * 0.7
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const ShelfTool = () => {
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const activeLevelId = useViewer((state) => state.selection.levelId)
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const cursorRef = useRef<Group>(null)
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@@ -45,10 +55,6 @@ const ShelfTool = () => {
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if (!activeLevelId) return
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const onGridMove = (event: GridEvent) => {
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// Cursor lives in the ToolManager's building-local group. Use
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// `event.localPosition` (already building-local) so the visual cursor
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// sits where the mouse hits the floor. Legacy spawn-tool does the
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// same — don't apply worldToLocal here.
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const [sx, sz] = snapPointToGrid([event.localPosition[0], event.localPosition[2]], GRID_STEP)
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cursorRef.current?.position.set(sx, event.localPosition[1], sz)
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}
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@@ -62,6 +68,7 @@ const ShelfTool = () => {
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})
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useScene.getState().createNode(shelf, activeLevelId)
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useViewer.getState().setSelection({ selectedIds: [shelf.id] })
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triggerSFX('sfx:structure-build')
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// biome-ignore lint/suspicious/noConsole: dev-only verification log
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console.info('[shelf] placed', shelf.id, 'level-local', position, 'parent', activeLevelId)
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}
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@@ -77,10 +84,24 @@ const ShelfTool = () => {
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if (!activeLevelId) return null
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// Cursor preview: ghostly version of the full shelf (top board + brackets)
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// so the user sees the same shape they're placing. Position is updated
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// imperatively via the ref; no React state, no re-render cycles.
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return (
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<group ref={cursorRef}>
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<mesh position={[0, 0.9, 0]}>
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<boxGeometry args={[1.2, 0.04, 0.3]} />
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{/* Top board */}
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<mesh position={[0, PREVIEW_HEIGHT + PREVIEW_THICKNESS / 2, 0]}>
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<boxGeometry args={[PREVIEW_WIDTH, PREVIEW_THICKNESS, PREVIEW_DEPTH]} />
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<meshStandardMaterial color="#a07050" transparent opacity={0.5} />
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</mesh>
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{/* Left bracket */}
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<mesh position={[-(PREVIEW_WIDTH / 2 - PREVIEW_INSET), PREVIEW_HEIGHT / 2, 0]}>
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<boxGeometry args={[PREVIEW_BRACKET_WIDTH, PREVIEW_HEIGHT, PREVIEW_BRACKET_DEPTH]} />
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<meshStandardMaterial color="#a07050" transparent opacity={0.5} />
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</mesh>
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{/* Right bracket */}
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<mesh position={[PREVIEW_WIDTH / 2 - PREVIEW_INSET, PREVIEW_HEIGHT / 2, 0]}>
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<boxGeometry args={[PREVIEW_BRACKET_WIDTH, PREVIEW_HEIGHT, PREVIEW_BRACKET_DEPTH]} />
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<meshStandardMaterial color="#a07050" transparent opacity={0.5} />
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</mesh>
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</group>
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@@ -1,26 +1,11 @@
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'use client'
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import { emitter, type GridEvent, SpawnNode, sceneRegistry, useScene } from '@pascal-app/core'
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import { CursorSphere, triggerSFX, useEditor } from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useRef, useState } from 'react'
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import { useEffect, useRef } from 'react'
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import { type Group, Vector3 } from 'three'
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/**
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* Registry-driven spawn placement tool. No props — reads `activeLevelId` from
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* `useViewer` directly and broadcasts placement events through the store.
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*
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* Behavior parity with the legacy tool in
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* `@pascal-app/editor/components/tools/spawn/spawn-tool.tsx`:
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* - Grid-snap to half-meter increments on X/Z
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* - Project click position into the active level's local frame
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* - Singleton: if a spawn already exists for this level, reuse it and clean
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* up any duplicates
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* - On commit: select the placed spawn and exit build mode
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*
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* Mounted by `ToolManager`'s registry-first dispatch (Phase 0 shim) when
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* `nodeRegistry.has('spawn')` and the active tool is 'spawn'.
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*/
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const roundToHalf = (value: number) => Math.round(value * 2) / 2
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const worldVector = new Vector3()
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@@ -47,22 +32,26 @@ function getLevelLocalPosition(levelId: string, event: GridEvent): [number, numb
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return [roundToHalf(worldVector.x), worldVector.y, roundToHalf(worldVector.z)]
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}
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/**
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* Registry-driven spawn placement tool. Reads `activeLevelId` from useViewer
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* directly (no props), broadcasts placement via store updates + SFX, and
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* uses the shared CursorSphere from @pascal-app/editor for visual parity
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* with legacy placement tools.
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*/
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const SpawnTool = () => {
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const activeLevelId = useViewer((state) => state.selection.levelId)
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const [, setCursor] = useState<[number, number, number] | null>(null)
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const cursorRef = useRef<Group>(null)
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useEffect(() => {
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if (!activeLevelId) return
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const onGridMove = (event: GridEvent) => {
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const next: [number, number, number] = [
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roundToHalf(event.localPosition[0]),
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event.localPosition[1],
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roundToHalf(event.localPosition[2]),
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]
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setCursor(next)
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cursorRef.current?.position.set(next[0], next[1], next[2])
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// Cursor lives in the ToolManager's building-local group. Use
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// event.localPosition directly (already building-local) with the
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// same half-meter snap the legacy tool uses.
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const nextX = roundToHalf(event.localPosition[0])
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const nextZ = roundToHalf(event.localPosition[2])
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cursorRef.current?.position.set(nextX, event.localPosition[1], nextZ)
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}
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const onGridClick = (event: GridEvent) => {
|
||||
@@ -91,11 +80,9 @@ const SpawnTool = () => {
|
||||
}
|
||||
|
||||
useViewer.getState().setSelection({ selectedIds: [placedId] })
|
||||
// Note: legacy tool also emits sfx:structure-build and resets the editor
|
||||
// tool/mode. We rely on the legacy ToolManager to do the latter via the
|
||||
// build-tool exit path; this commit doesn't replicate the SFX since the
|
||||
// registry doesn't yet bridge to the editor's sfx-emitter. Phase 4's
|
||||
// command surface adds a clean path.
|
||||
triggerSFX('sfx:structure-build')
|
||||
useEditor.getState().setTool(null)
|
||||
useEditor.getState().setMode('select')
|
||||
}
|
||||
|
||||
emitter.on('grid:move', onGridMove)
|
||||
@@ -109,20 +96,7 @@ const SpawnTool = () => {
|
||||
|
||||
if (!activeLevelId) return null
|
||||
|
||||
// Visible marker for the cursor — using a simple group + box. The legacy
|
||||
// tool used a CursorSphere component from @pascal-app/editor; here we keep
|
||||
// the dependency arrow flowing nodes→editor (which is allowed by the layer
|
||||
// rules) but use a minimal inline mesh to avoid the dependency entirely for
|
||||
// the spike. Phase 4 ports CursorSphere to the editor framework so node
|
||||
// tools can reuse it.
|
||||
return (
|
||||
<group ref={cursorRef}>
|
||||
<mesh position={[0, 1.1, 0]}>
|
||||
<sphereGeometry args={[0.18, 16, 12]} />
|
||||
<meshStandardMaterial color="#60a5fa" transparent opacity={0.6} />
|
||||
</mesh>
|
||||
</group>
|
||||
)
|
||||
return <CursorSphere color="#60a5fa" height={2.2} ref={cursorRef} />
|
||||
}
|
||||
|
||||
export default SpawnTool
|
||||
|
||||
@@ -21,6 +21,8 @@ import {
|
||||
type RoofNode,
|
||||
type RoofSegmentEvent,
|
||||
type RoofSegmentNode,
|
||||
type ShelfEvent,
|
||||
type ShelfNode,
|
||||
type SiteEvent,
|
||||
type SiteNode,
|
||||
type SlabEvent,
|
||||
@@ -49,6 +51,7 @@ type NodeConfig = {
|
||||
building: { node: BuildingNode; event: BuildingEvent }
|
||||
level: { node: LevelNode; event: LevelEvent }
|
||||
zone: { node: ZoneNode; event: ZoneEvent }
|
||||
shelf: { node: ShelfNode; event: ShelfEvent }
|
||||
slab: { node: SlabNode; event: SlabEvent }
|
||||
spawn: { node: SpawnNode; event: SpawnEvent }
|
||||
ceiling: { node: CeilingNode; event: CeilingEvent }
|
||||
|
||||
Reference in New Issue
Block a user