fix build
This commit is contained in:
@@ -1,122 +1,112 @@
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import { emitter, type GridEvent, useScene, CeilingNode } from "@pascal-app/core";
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import { useViewer } from "@pascal-app/viewer";
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import { useEffect, useMemo, useRef, useState } from "react";
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import { BufferGeometry, DoubleSide, type Line, type Mesh, Shape, Vector3 } from "three";
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import useEditor from "@/store/use-editor";
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import { CeilingNode, emitter, type GridEvent, type LevelNode, useScene } from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useMemo, useRef, useState } from 'react'
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import { BufferGeometry, DoubleSide, type Line, type Mesh, Shape, Vector3 } from 'three'
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import useEditor from '@/store/use-editor'
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const CEILING_HEIGHT = 2.52;
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const GRID_OFFSET = 0.02;
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const CEILING_HEIGHT = 2.52
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const GRID_OFFSET = 0.02
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/**
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* Snaps a point to the nearest axis-aligned or 45-degree diagonal from the last point
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*/
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const calculateSnapPoint = (
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lastPoint: [number, number],
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currentPoint: [number, number]
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currentPoint: [number, number],
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): [number, number] => {
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const [x1, y1] = lastPoint;
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const [x, y] = currentPoint;
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const [x1, y1] = lastPoint
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const [x, y] = currentPoint
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const dx = x - x1;
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const dy = y - y1;
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const absDx = Math.abs(dx);
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const absDy = Math.abs(dy);
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const dx = x - x1
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const dy = y - y1
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const absDx = Math.abs(dx)
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const absDy = Math.abs(dy)
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// Calculate distances to horizontal, vertical, and diagonal lines
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const horizontalDist = absDy;
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const verticalDist = absDx;
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const diagonalDist = Math.abs(absDx - absDy);
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const horizontalDist = absDy
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const verticalDist = absDx
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const diagonalDist = Math.abs(absDx - absDy)
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// Find the minimum distance to determine which axis to snap to
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const minDist = Math.min(horizontalDist, verticalDist, diagonalDist);
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const minDist = Math.min(horizontalDist, verticalDist, diagonalDist)
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if (minDist === diagonalDist) {
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// Snap to 45° diagonal
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const diagonalLength = Math.min(absDx, absDy);
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return [
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x1 + Math.sign(dx) * diagonalLength,
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y1 + Math.sign(dy) * diagonalLength,
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];
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const diagonalLength = Math.min(absDx, absDy)
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return [x1 + Math.sign(dx) * diagonalLength, y1 + Math.sign(dy) * diagonalLength]
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} else if (minDist === horizontalDist) {
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// Snap to horizontal
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return [x, y1];
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return [x, y1]
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} else {
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// Snap to vertical
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return [x1, y];
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return [x1, y]
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}
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};
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}
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/**
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* Creates a ceiling with the given polygon points
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*/
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const commitCeilingDrawing = (
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levelId: string,
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points: Array<[number, number]>
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) => {
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const { createNode, nodes } = useScene.getState();
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const commitCeilingDrawing = (levelId: LevelNode['id'], points: Array<[number, number]>) => {
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const { createNode, nodes } = useScene.getState()
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// Count existing ceilings for naming
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const ceilingCount = Object.values(nodes).filter((n) => n.type === "ceiling").length;
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const name = `Ceiling ${ceilingCount + 1}`;
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const ceilingCount = Object.values(nodes).filter((n) => n.type === 'ceiling').length
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const name = `Ceiling ${ceilingCount + 1}`
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const ceiling = CeilingNode.parse({
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name,
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polygon: points,
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});
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})
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createNode(ceiling, levelId);
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};
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createNode(ceiling, levelId)
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}
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export const CeilingTool: React.FC = () => {
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const cursorRef = useRef<Mesh>(null);
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const gridCursorRef = useRef<Mesh>(null);
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const mainLineRef = useRef<Line>(null!);
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const closingLineRef = useRef<Line>(null!);
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const currentLevelId = useViewer((state) => state.selection.levelId);
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const setTool = useEditor((state) => state.setTool);
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const cursorRef = useRef<Mesh>(null)
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const gridCursorRef = useRef<Mesh>(null)
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const mainLineRef = useRef<Line>(null!)
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const closingLineRef = useRef<Line>(null!)
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const currentLevelId = useViewer((state) => state.selection.levelId)
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const setTool = useEditor((state) => state.setTool)
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const [points, setPoints] = useState<Array<[number, number]>>([]);
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const [cursorPosition, setCursorPosition] = useState<[number, number]>([0, 0]);
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const [levelY, setLevelY] = useState(0);
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const [points, setPoints] = useState<Array<[number, number]>>([])
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const [cursorPosition, setCursorPosition] = useState<[number, number]>([0, 0])
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const [levelY, setLevelY] = useState(0)
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// Update cursor position and lines on grid move
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useEffect(() => {
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if (!currentLevelId) return;
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if (!currentLevelId) return
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const onGridMove = (event: GridEvent) => {
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if (!cursorRef.current || !gridCursorRef.current) return;
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if (!cursorRef.current || !gridCursorRef.current) return
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const gridX = Math.round(event.position[0] * 2) / 2;
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const gridZ = Math.round(event.position[2] * 2) / 2;
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const gridPosition: [number, number] = [gridX, gridZ];
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const gridX = Math.round(event.position[0] * 2) / 2
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const gridZ = Math.round(event.position[2] * 2) / 2
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const gridPosition: [number, number] = [gridX, gridZ]
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setCursorPosition(gridPosition);
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setLevelY(event.position[1]);
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setCursorPosition(gridPosition)
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setLevelY(event.position[1])
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const ceilingY = event.position[1] + CEILING_HEIGHT;
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const gridY = event.position[1] + GRID_OFFSET;
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const ceilingY = event.position[1] + CEILING_HEIGHT
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const gridY = event.position[1] + GRID_OFFSET
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// Calculate snapped display position
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const lastPoint = points[points.length - 1];
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const displayPoint = lastPoint
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? calculateSnapPoint(lastPoint, gridPosition)
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: gridPosition;
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const lastPoint = points[points.length - 1]
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const displayPoint = lastPoint ? calculateSnapPoint(lastPoint, gridPosition) : gridPosition
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cursorRef.current.position.set(displayPoint[0], ceilingY, displayPoint[1]);
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gridCursorRef.current.position.set(displayPoint[0], gridY, displayPoint[1]);
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};
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cursorRef.current.position.set(displayPoint[0], ceilingY, displayPoint[1])
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gridCursorRef.current.position.set(displayPoint[0], gridY, displayPoint[1])
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}
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const onGridClick = (_event: GridEvent) => {
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if (!currentLevelId) return;
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if (!currentLevelId) return
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// Calculate snapped click point
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const lastPoint = points[points.length - 1];
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const clickPoint = lastPoint
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? calculateSnapPoint(lastPoint, cursorPosition)
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: cursorPosition;
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const lastPoint = points[points.length - 1]
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const clickPoint = lastPoint ? calculateSnapPoint(lastPoint, cursorPosition) : cursorPosition
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// Check if clicking on the first point to close the shape
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const firstPoint = points[0];
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const firstPoint = points[0]
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if (
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points.length >= 3 &&
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firstPoint &&
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@@ -124,133 +114,120 @@ export const CeilingTool: React.FC = () => {
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Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
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) {
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// Create the ceiling
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commitCeilingDrawing(currentLevelId, points);
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setPoints([]);
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setTool(null);
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commitCeilingDrawing(currentLevelId, points)
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setPoints([])
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setTool(null)
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} else {
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// Add point to polygon
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setPoints([...points, clickPoint]);
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setPoints([...points, clickPoint])
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}
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}
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};
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const onGridDoubleClick = (_event: GridEvent) => {
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if (!currentLevelId) return;
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if (!currentLevelId) return
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// Need at least 3 points to form a polygon
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if (points.length >= 3) {
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commitCeilingDrawing(currentLevelId, points);
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setPoints([]);
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setTool(null);
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commitCeilingDrawing(currentLevelId, points)
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setPoints([])
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setTool(null)
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}
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}
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};
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emitter.on("grid:move", onGridMove);
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emitter.on("grid:click", onGridClick);
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emitter.on("grid:double-click", onGridDoubleClick);
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emitter.on('grid:move', onGridMove)
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emitter.on('grid:click', onGridClick)
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emitter.on('grid:double-click', onGridDoubleClick)
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return () => {
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emitter.off("grid:move", onGridMove);
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emitter.off("grid:click", onGridClick);
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emitter.off("grid:double-click", onGridDoubleClick);
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};
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}, [currentLevelId, points, cursorPosition, setTool]);
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emitter.off('grid:move', onGridMove)
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emitter.off('grid:click', onGridClick)
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emitter.off('grid:double-click', onGridDoubleClick)
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}
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}, [currentLevelId, points, cursorPosition, setTool])
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// Update line geometries when points change
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useEffect(() => {
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if (!mainLineRef.current || !closingLineRef.current) return;
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if (!mainLineRef.current || !closingLineRef.current) return
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if (points.length === 0) {
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mainLineRef.current.visible = false;
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closingLineRef.current.visible = false;
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return;
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mainLineRef.current.visible = false
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closingLineRef.current.visible = false
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return
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}
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const ceilingY = levelY + CEILING_HEIGHT;
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const lastPoint = points[points.length - 1];
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const snappedCursor = lastPoint
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? calculateSnapPoint(lastPoint, cursorPosition)
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: cursorPosition;
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const ceilingY = levelY + CEILING_HEIGHT
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const lastPoint = points[points.length - 1]
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const snappedCursor = lastPoint ? calculateSnapPoint(lastPoint, cursorPosition) : cursorPosition
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// Build main line points
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const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, ceilingY, z));
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linePoints.push(new Vector3(snappedCursor[0], ceilingY, snappedCursor[1]));
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const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, ceilingY, z))
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linePoints.push(new Vector3(snappedCursor[0], ceilingY, snappedCursor[1]))
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// Update main line
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if (linePoints.length >= 2) {
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mainLineRef.current.geometry.dispose();
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mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints);
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mainLineRef.current.visible = true;
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mainLineRef.current.geometry.dispose()
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mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints)
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mainLineRef.current.visible = true
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} else {
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mainLineRef.current.visible = false;
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mainLineRef.current.visible = false
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}
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// Update closing line (from cursor back to first point)
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const firstPoint = points[0];
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const firstPoint = points[0]
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if (points.length >= 2 && firstPoint) {
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const closingPoints = [
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new Vector3(snappedCursor[0], ceilingY, snappedCursor[1]),
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new Vector3(firstPoint[0], ceilingY, firstPoint[1]),
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];
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closingLineRef.current.geometry.dispose();
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closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints);
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closingLineRef.current.visible = true;
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]
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closingLineRef.current.geometry.dispose()
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closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints)
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closingLineRef.current.visible = true
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} else {
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closingLineRef.current.visible = false;
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closingLineRef.current.visible = false
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}
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}, [points, cursorPosition, levelY]);
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}, [points, cursorPosition, levelY])
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// Create preview shape when we have 3+ points
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const previewShape = useMemo(() => {
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if (points.length < 3) return null;
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if (points.length < 3) return null
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const lastPoint = points[points.length - 1];
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const snappedCursor = lastPoint
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? calculateSnapPoint(lastPoint, cursorPosition)
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: cursorPosition;
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const lastPoint = points[points.length - 1]
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const snappedCursor = lastPoint ? calculateSnapPoint(lastPoint, cursorPosition) : cursorPosition
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const allPoints = [...points, snappedCursor];
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const allPoints = [...points, snappedCursor]
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// THREE.Shape is in X-Y plane. After rotation of -PI/2 around X:
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// - Shape X -> World X
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// - Shape Y -> World -Z (so we negate Z to get correct orientation)
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const firstPt = allPoints[0];
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if (!firstPt) return null;
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const firstPt = allPoints[0]
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if (!firstPt) return null
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const shape = new Shape();
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shape.moveTo(firstPt[0], -firstPt[1]);
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const shape = new Shape()
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shape.moveTo(firstPt[0], -firstPt[1])
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for (let i = 1; i < allPoints.length; i++) {
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const pt = allPoints[i];
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const pt = allPoints[i]
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if (pt) {
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shape.lineTo(pt[0], -pt[1]);
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shape.lineTo(pt[0], -pt[1])
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}
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}
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shape.closePath();
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shape.closePath()
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return shape;
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}, [points, cursorPosition]);
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return shape
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}, [points, cursorPosition])
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return (
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<group>
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{/* Cursor at ceiling height */}
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<mesh ref={cursorRef}>
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<sphereGeometry args={[0.1, 16, 16]} />
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<meshBasicMaterial
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color="#d4d4d4"
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depthTest={false}
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depthWrite={false}
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/>
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<meshBasicMaterial color="#d4d4d4" depthTest={false} depthWrite={false} />
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</mesh>
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{/* Grid-level cursor indicator */}
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<mesh ref={gridCursorRef} rotation={[-Math.PI / 2, 0, 0]}>
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<ringGeometry args={[0.15, 0.2, 32]} />
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<meshBasicMaterial
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color="#a3a3a3"
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side={DoubleSide}
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depthTest={false}
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depthWrite={false}
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/>
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<meshBasicMaterial color="#a3a3a3" side={DoubleSide} depthTest={false} depthWrite={false} />
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</mesh>
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{/* Preview fill */}
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@@ -275,12 +252,7 @@ export const CeilingTool: React.FC = () => {
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{/* @ts-ignore */}
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<line ref={mainLineRef} frustumCulled={false} renderOrder={1} visible={false}>
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<bufferGeometry />
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<lineBasicNodeMaterial
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color="#a3a3a3"
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linewidth={3}
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depthTest={false}
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depthWrite={false}
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/>
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<lineBasicNodeMaterial color="#a3a3a3" linewidth={3} depthTest={false} depthWrite={false} />
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</line>
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{/* Closing line */}
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@@ -302,12 +274,12 @@ export const CeilingTool: React.FC = () => {
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<mesh key={index} position={[x, levelY + CEILING_HEIGHT + 0.01, z]}>
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<sphereGeometry args={[0.1, 16, 16]} />
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<meshBasicMaterial
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color={index === 0 ? "#22c55e" : "#d4d4d4"}
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color={index === 0 ? '#22c55e' : '#d4d4d4'}
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depthTest={false}
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depthWrite={false}
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/>
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</mesh>
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))}
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</group>
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);
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};
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)
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}
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Reference in New Issue
Block a user