data persist
This commit is contained in:
@@ -27,6 +27,7 @@ import {
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import { cn } from "@/lib/utils";
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import useEditor from "@/store/use-editor";
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import { useViewer } from "@pascal-app/viewer";
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import { SettingsPanel } from "./panels/settings-panel";
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import { SitePanel } from "./panels/site-panel";
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import { ZonePanel } from "./panels/zone-panel";
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@@ -83,13 +84,8 @@ export function AppSidebar() {
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return <ZonePanel />;
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// case "collections":
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// return <CollectionsPanel />;
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// case "settings":
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// return (
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// <SettingsPanel
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// onOpenHelp={() => setIsHelpOpen(true)}
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// onOpenJsonInspector={() => setIsJsonInspectorOpen(true)}
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// />
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// );
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case "settings":
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return <SettingsPanel />;
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default:
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return null;
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}
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@@ -0,0 +1,34 @@
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import { useScene } from "@pascal-app/core";
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import { useViewer } from "@pascal-app/viewer";
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import { Trash2 } from "lucide-react";
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import { Button } from "@/components/ui/primitives/button";
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export function SettingsPanel() {
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const clearScene = useScene((state) => state.clearScene);
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const resetSelection = useViewer((state) => state.resetSelection);
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const handleResetToDefault = () => {
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clearScene();
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resetSelection();
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};
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return (
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<div className="flex flex-col gap-6 p-3">
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{/* Danger Zone */}
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<div className="space-y-2">
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<label className="font-medium text-destructive text-xs uppercase">
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Danger Zone
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</label>
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<Button
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className="w-full justify-start gap-2"
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onClick={handleResetToDefault}
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variant="destructive"
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>
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<Trash2 className="size-4" />
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Clear & Start New
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</Button>
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</div>
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</div>
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);
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}
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@@ -1,52 +1,55 @@
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"use client";
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'use client'
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import { temporal } from "zundo";
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import { create } from "zustand";
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import { BuildingNode, ItemNode, type Zone } from "../schema";
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import { LevelNode } from "../schema/nodes/level";
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import { WallNode } from "../schema/nodes/wall";
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import type { AnyNode, AnyNodeId } from "../schema/types";
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import * as nodeActions from "./actions/node-actions";
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import * as zoneActions from "./actions/zone-actions";
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import { temporal } from 'zundo'
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import { create } from 'zustand'
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import { persist } from 'zustand/middleware'
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import { BuildingNode, type Zone } from '../schema'
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import { LevelNode } from '../schema/nodes/level'
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import type { AnyNode, AnyNodeId } from '../schema/types'
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import * as nodeActions from './actions/node-actions'
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import * as zoneActions from './actions/zone-actions'
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export type SceneState = {
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// 1. The Data: A flat dictionary of all nodes
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nodes: Record<AnyNodeId, AnyNode>;
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zones: Record<Zone["id"], Zone>;
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nodes: Record<AnyNodeId, AnyNode>
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zones: Record<Zone['id'], Zone>
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// 2. The Root: Which nodes are at the top level?
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rootNodeIds: AnyNodeId[];
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zoneIds: Zone["id"][];
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rootNodeIds: AnyNodeId[]
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zoneIds: Zone['id'][]
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// 3. The "Dirty" Set: For the Wall/Physics systems
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dirtyNodes: Set<AnyNodeId>;
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dirtyNodes: Set<AnyNodeId>
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// Actions
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loadScene: () => void;
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markDirty: (id: AnyNodeId) => void;
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clearDirty: (id: AnyNodeId) => void;
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loadScene: () => void
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clearScene: () => void
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createNode: (node: AnyNode, parentId?: AnyNodeId) => void;
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createNodes: (ops: { node: AnyNode; parentId?: AnyNodeId }[]) => void;
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markDirty: (id: AnyNodeId) => void
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clearDirty: (id: AnyNodeId) => void
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updateNode: (id: AnyNodeId, data: Partial<AnyNode>) => void;
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updateNodes: (updates: { id: AnyNodeId; data: Partial<AnyNode> }[]) => void;
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createNode: (node: AnyNode, parentId?: AnyNodeId) => void
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createNodes: (ops: { node: AnyNode; parentId?: AnyNodeId }[]) => void
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deleteNode: (id: AnyNodeId) => void;
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deleteNodes: (ids: AnyNodeId[]) => void;
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updateNode: (id: AnyNodeId, data: Partial<AnyNode>) => void
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updateNodes: (updates: { id: AnyNodeId; data: Partial<AnyNode> }[]) => void
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deleteNode: (id: AnyNodeId) => void
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deleteNodes: (ids: AnyNodeId[]) => void
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// Zone actions
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createZone: (zone: Zone) => void;
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createZones: (zones: Zone[]) => void;
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updateZone: (id: Zone["id"], data: Partial<Zone>) => void;
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updateZones: (updates: { id: Zone["id"]; data: Partial<Zone> }[]) => void;
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deleteZone: (id: Zone["id"]) => void;
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deleteZones: (ids: Zone["id"][]) => void;
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};
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createZone: (zone: Zone) => void
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createZones: (zones: Zone[]) => void
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updateZone: (id: Zone['id'], data: Partial<Zone>) => void
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updateZones: (updates: { id: Zone['id']; data: Partial<Zone> }[]) => void
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deleteZone: (id: Zone['id']) => void
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deleteZones: (ids: Zone['id'][]) => void
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}
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// type PartializedStoreState = Pick<SceneState, 'rootNodeIds' | 'nodes'>;
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const useScene = create<SceneState>()(
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persist(
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temporal(
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(set, get) => ({
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// 1. Flat dictionary of all nodes
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@@ -60,113 +63,63 @@ const useScene = create<SceneState>()(
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// 3. Dirty set
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dirtyNodes: new Set<AnyNodeId>(),
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clearScene: () => {
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set({
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nodes: {},
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rootNodeIds: [],
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zones: {},
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zoneIds: [],
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dirtyNodes: new Set<AnyNodeId>(),
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})
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get().loadScene() // Default scene
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},
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loadScene: () => {
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if (get().rootNodeIds.length > 0) {
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// Assign all nodes as dirty to force re-validation
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Object.values(get().nodes).forEach((node) => {
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get().markDirty(node.id)
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})
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return // Scene already loaded
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}
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const building = BuildingNode.parse({
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children: [],
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});
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})
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const level0 = LevelNode.parse({
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level: 0,
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children: [],
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});
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const level1 = LevelNode.parse({
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level: 1,
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children: [],
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});
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const level2 = LevelNode.parse({
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level: 2,
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children: [],
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});
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})
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const wall0 = WallNode.parse({
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start: [0, 0],
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end: [5, 0],
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children: [],
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parentId: level0.id,
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});
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const wall1 = WallNode.parse({
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start: [0, 0],
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end: [0, 5],
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children: [],
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parentId: level0.id,
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});
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const wall2 = WallNode.parse({
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start: [5, 5],
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end: [0, 5],
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children: [],
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parentId: level0.id,
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});
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const wall3 = WallNode.parse({
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start: [5, 5],
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end: [5, 0],
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children: [],
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parentId: level1.id,
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});
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const window1 = ItemNode.parse({
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type: "item",
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name: "Window",
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position: [2.5, 0.5, 0],
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parentId: wall3.id,
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asset: {
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id: "window-round",
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name: "Round Window",
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thumbnail: "/items/window-small/thumbnail.png",
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category: "windows",
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attachTo: "wall",
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src: "/items/window-small/model.glb",
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},
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});
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wall3.children.push(window1.id);
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level0.children.push(wall0.id, wall1.id, wall2.id);
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level1.children.push(wall3.id);
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building.children.push(level0.id, level1.id, level2.id);
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building.children.push(level0.id)
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// Define all nodes flat
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const nodes: Record<AnyNodeId, AnyNode> = {
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[building.id]: building,
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[level0.id]: level0,
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[level1.id]: level1,
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[level2.id]: level2,
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[wall0.id]: wall0,
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[wall1.id]: wall1,
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[wall2.id]: wall2,
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[wall3.id]: wall3,
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[window1.id]: window1,
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};
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}
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// Root nodes are the levels
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const rootNodeIds = [building.id];
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const rootNodeIds = [building.id]
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get().dirtyNodes.add(wall0.id);
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get().dirtyNodes.add(wall1.id);
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get().dirtyNodes.add(wall2.id);
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get().dirtyNodes.add(wall3.id);
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set({ nodes, rootNodeIds });
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set({ nodes, rootNodeIds })
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},
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markDirty: (id) => {
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get().dirtyNodes.add(id);
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get().dirtyNodes.add(id)
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},
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clearDirty: (id) => {
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get().dirtyNodes.delete(id);
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get().dirtyNodes.delete(id)
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},
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createNodes: (ops) => nodeActions.createNodesAction(set, get, ops),
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createNode: (node, parentId) =>
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nodeActions.createNodesAction(set, get, [{ node, parentId }]),
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updateNodes: (updates) =>
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nodeActions.updateNodesAction(set, get, updates),
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updateNode: (id, data) =>
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nodeActions.updateNodesAction(set, get, [{ id, data }]),
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updateNodes: (updates) => nodeActions.updateNodesAction(set, get, updates),
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updateNode: (id, data) => nodeActions.updateNodesAction(set, get, [{ id, data }]),
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// --- DELETE ---
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@@ -180,34 +133,55 @@ const useScene = create<SceneState>()(
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createZone: (zone) => zoneActions.createZonesAction(set, get, [zone]),
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updateZones: (updates) => zoneActions.updateZonesAction(set, get, updates),
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updateZone: (id, data) =>
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zoneActions.updateZonesAction(set, get, [{ id, data }]),
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updateZone: (id, data) => zoneActions.updateZonesAction(set, get, [{ id, data }]),
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deleteZones: (ids) => zoneActions.deleteZonesAction(set, get, ids),
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deleteZone: (id) => zoneActions.deleteZonesAction(set, get, [id]),
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}),
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{
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partialize: (state) => {
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const { nodes, rootNodeIds } = state; // Only track nodes and rootNodeIds in history
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return { nodes, rootNodeIds };
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const { nodes, rootNodeIds } = state // Only track nodes and rootNodeIds in history
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return { nodes, rootNodeIds }
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},
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limit: 50, // Limit to last 50 actions
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},
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),
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);
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{
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name: 'editor-storage',
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partialize: (state) => ({
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nodes: state.nodes,
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rootNodeIds: state.rootNodeIds,
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zones: state.zones,
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zoneIds: state.zoneIds,
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}),
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onRehydrateStorage: (state) => {
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console.log('hydration starts')
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export default useScene;
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// optional
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return (state, error) => {
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if (error) {
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console.log('an error happened during hydration', error)
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} else {
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console.log('hydration finished')
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}
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}
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},
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},
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),
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)
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export default useScene
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// Subscribe to the temporal store (Undo/Redo events)
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useScene.temporal.subscribe((state, prevState) => {
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// Check if we just jumped in time (Undo/Redo)
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// If the 'nodes' object changed but it wasn't a normal 'set'
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const currentNodes = useScene.getState().nodes;
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const currentNodes = useScene.getState().nodes
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// Trigger a full scene re-validation
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Object.values(currentNodes).forEach((node) => {
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if (node.type === "wall") {
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useScene.getState().markDirty(node.id);
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if (node.type === 'wall') {
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useScene.getState().markDirty(node.id)
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}
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});
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});
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})
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})
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@@ -39,6 +39,7 @@ const ModelRenderer = ({ node }: { node: ItemNode }) => {
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if ((child as Mesh).isMesh) {
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child.castShadow = true
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child.receiveShadow = true
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// TODO: do it with a shared material
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child.material = new MeshStandardNodeMaterial({
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color: 0xffffff,
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roughness: 0.8,
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