wall tool draft
This commit is contained in:
@@ -20,7 +20,7 @@ const isNodeInCurrentLevel = (node: AnyNode): boolean => {
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return nodeLevelId === currentLevelId;
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};
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type SelectableNodeType = "wall" | "item" | "building" | "zone" | 'slab' | 'ceiling' | 'roof';
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type SelectableNodeType = "wall" | "item" | "building" | "zone" | 'slab' | 'ceiling' | 'roof' | 'window';
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interface SelectionStrategy {
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types: SelectableNodeType[];
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@@ -44,7 +44,7 @@ const SELECTION_STRATEGIES: Record<string, SelectionStrategy> = {
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},
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structure: {
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types: ["wall", "item", "zone", "slab", "ceiling", "roof"],
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types: ["wall", "item", "zone", "slab", "ceiling", "roof", "window"],
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handleSelect: (node, isShift) => {
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const { selection, setSelection } = useViewer.getState();
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if (node.type === 'zone') {
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@@ -80,6 +80,8 @@ const SELECTION_STRATEGIES: Record<string, SelectionStrategy> = {
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(node as ItemNode).asset.category === "window"
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);
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}
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if (node.type === "window") return true;
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return false;
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}
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},
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@@ -12,6 +12,7 @@ import { SlabBoundaryEditor } from './slab/slab-boundary-editor'
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import { SlabHoleEditor } from './slab/slab-hole-editor'
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import { SlabTool } from './slab/slab-tool'
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import { WallTool } from './wall/wall-tool'
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import { WindowTool } from './window/window-tool'
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import { ZoneBoundaryEditor } from './zone/zone-boundary-editor'
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import { ZoneTool } from './zone/zone-tool'
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@@ -26,6 +27,7 @@ const tools: Record<Phase, Partial<Record<Tool, React.FC>>> = {
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roof: RoofTool,
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item: ItemTool,
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zone: ZoneTool,
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window: WindowTool,
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},
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furnish: {
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item: ItemTool,
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@@ -0,0 +1,333 @@
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import {
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type AnyNodeId,
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emitter,
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type ItemNode,
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useScene,
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type WallEvent,
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type WallNode,
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WindowNode,
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} from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useRef } from 'react'
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import { BoxGeometry, EdgesGeometry, type Group, type LineSegments } from 'three'
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import { LineBasicNodeMaterial } from 'three/webgpu'
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import {
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calculateCursorRotation,
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calculateItemRotation,
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getSideFromNormal,
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isValidWallSideFace,
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snapToHalf,
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} from '../item/placement-math'
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// Shared edge material — reuse across renders, just toggle color
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const edgeMaterial = new LineBasicNodeMaterial({
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color: 0xef4444, // red-500 default (invalid)
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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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/**
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* Converts wall-local (X along wall, Y = height) to world XYZ.
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* Wall-local Y maps directly to world Y; X maps along the wall direction.
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*/
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function wallLocalToWorld(
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wallNode: WallNode,
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localX: number,
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localY: number,
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): [number, number, number] {
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const wallAngle = Math.atan2(
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wallNode.end[1] - wallNode.start[1],
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wallNode.end[0] - wallNode.start[0],
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)
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return [
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wallNode.start[0] + localX * Math.cos(wallAngle),
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localY,
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wallNode.start[1] + localX * Math.sin(wallAngle),
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]
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}
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/**
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* Clamps window center position so it stays fully within wall bounds.
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*/
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function clampToWall(
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wallNode: WallNode,
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localX: number,
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localY: number,
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width: number,
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height: number,
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): { clampedX: number; clampedY: number } {
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const dx = wallNode.end[0] - wallNode.start[0]
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const dz = wallNode.end[1] - wallNode.start[1]
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const wallLength = Math.sqrt(dx * dx + dz * dz)
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const wallHeight = wallNode.height ?? 2.5
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const clampedX = Math.max(width / 2, Math.min(wallLength - width / 2, localX))
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const clampedY = Math.max(height / 2, Math.min(wallHeight - height / 2, localY))
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return { clampedX, clampedY }
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}
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/**
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* Directly checks the wall's children for bounding-box overlap with a proposed window.
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* Works for both `item` type (position[1] = bottom) and `window` type (position[1] = center).
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* The spatial grid only tracks `item` nodes, so windows must be checked this way.
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* Reads the wall's latest children from the store (not the event node) to avoid stale data.
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*/
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function hasWallChildOverlap(
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wallId: string,
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clampedX: number,
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clampedY: number,
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width: number,
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height: number,
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ignoreId?: string,
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): boolean {
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const nodes = useScene.getState().nodes
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const wallNode = nodes[wallId as AnyNodeId] as WallNode | undefined
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if (!wallNode) return true // Block if wall not found
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const halfW = width / 2
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const halfH = height / 2
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const newBottom = clampedY - halfH
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const newTop = clampedY + halfH
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const newLeft = clampedX - halfW
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const newRight = clampedX + halfW
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for (const childId of wallNode.children) {
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if (childId === ignoreId) continue
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const child = nodes[childId as AnyNodeId]
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if (!child) continue
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let childLeft: number, childRight: number, childBottom: number, childTop: number
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if (child.type === 'item') {
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const item = child as ItemNode
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if (item.asset.attachTo !== 'wall' && item.asset.attachTo !== 'wall-side') continue
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const [w, h] = item.asset.dimensions
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childLeft = item.position[0] - w / 2
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childRight = item.position[0] + w / 2
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childBottom = item.position[1] // items store bottom Y
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childTop = item.position[1] + h
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} else if (child.type === 'window') {
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const win = child as WindowNode
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childLeft = win.position[0] - win.width / 2
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childRight = win.position[0] + win.width / 2
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childBottom = win.position[1] - win.height / 2 // windows store center Y
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childTop = win.position[1] + win.height / 2
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} else {
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continue
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}
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const xOverlap = newLeft < childRight && newRight > childLeft
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const yOverlap = newBottom < childTop && newTop > childBottom
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if (xOverlap && yOverlap) return true
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}
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return false
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}
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/**
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* Window tool — places WindowNodes on walls only.
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* Shows a rectangle cursor (green = valid, red = invalid) matching window dimensions.
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*/
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export const WindowTool: React.FC = () => {
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const draftRef = useRef<WindowNode | null>(null)
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const cursorGroupRef = useRef<Group>(null!)
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const edgesRef = useRef<LineSegments>(null!)
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useEffect(() => {
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useScene.temporal.getState().pause()
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const getLevelId = () => useViewer.getState().selection.levelId
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const markWallDirty = (wallId: string) => {
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useScene.getState().dirtyNodes.add(wallId as AnyNodeId)
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}
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const destroyDraft = () => {
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if (!draftRef.current) return
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const wallId = draftRef.current.parentId
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useScene.getState().deleteNode(draftRef.current.id)
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draftRef.current = null
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// Rebuild wall so it removes the cutout from the deleted draft
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if (wallId) markWallDirty(wallId)
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}
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const hideCursor = () => {
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if (cursorGroupRef.current) cursorGroupRef.current.visible = false
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}
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const updateCursor = (
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worldPosition: [number, number, number],
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cursorRotationY: number,
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valid: boolean,
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) => {
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const group = cursorGroupRef.current
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if (!group) return
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group.visible = true
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group.position.set(...worldPosition)
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group.rotation.y = cursorRotationY
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edgeMaterial.color.setHex(valid ? 0x22c55e : 0xef4444)
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}
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const onWallEnter = (event: WallEvent) => {
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if (!isValidWallSideFace(event.normal)) return
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const levelId = getLevelId()
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if (!levelId) return
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destroyDraft()
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const side = getSideFromNormal(event.normal)
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const itemRotation = calculateItemRotation(event.normal)
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const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
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const localX = snapToHalf(event.localPosition[0])
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const localY = snapToHalf(event.localPosition[1])
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const width = 1.5
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const height = 1.5
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const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
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const node = WindowNode.parse({
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position: [clampedX, clampedY, 0],
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rotation: [0, itemRotation, 0],
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side,
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wallId: event.node.id,
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parentId: event.node.id,
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metadata: { isTransient: true },
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})
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useScene.getState().createNode(node, event.node.id as AnyNodeId)
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draftRef.current = node
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const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
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updateCursor(wallLocalToWorld(event.node, clampedX, clampedY), cursorRotation, valid)
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event.stopPropagation()
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}
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const onWallMove = (event: WallEvent) => {
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if (!isValidWallSideFace(event.normal)) return
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const side = getSideFromNormal(event.normal)
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const itemRotation = calculateItemRotation(event.normal)
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const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
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const localX = snapToHalf(event.localPosition[0])
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const localY = snapToHalf(event.localPosition[1])
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const width = draftRef.current?.width ?? 1.5
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const height = draftRef.current?.height ?? 1.5
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const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
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if (draftRef.current) {
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useScene.getState().updateNode(draftRef.current.id, {
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position: [clampedX, clampedY, 0],
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rotation: [0, itemRotation, 0],
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side,
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parentId: event.node.id,
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wallId: event.node.id,
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})
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}
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const valid = !hasWallChildOverlap(
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event.node.id, clampedX, clampedY, width, height,
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draftRef.current?.id,
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)
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updateCursor(wallLocalToWorld(event.node, clampedX, clampedY), cursorRotation, valid)
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event.stopPropagation()
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}
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const onWallClick = (event: WallEvent) => {
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if (!draftRef.current) return
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if (!isValidWallSideFace(event.normal)) return
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const side = getSideFromNormal(event.normal)
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const itemRotation = calculateItemRotation(event.normal)
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const localX = snapToHalf(event.localPosition[0])
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const localY = snapToHalf(event.localPosition[1])
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const { clampedX, clampedY } = clampToWall(
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event.node, localX, localY,
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draftRef.current.width, draftRef.current.height,
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)
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const valid = !hasWallChildOverlap(
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event.node.id, clampedX, clampedY,
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draftRef.current.width, draftRef.current.height,
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draftRef.current.id,
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)
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if (!valid) return
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const draft = draftRef.current
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draftRef.current = null
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// Delete transient draft (paused, invisible to undo)
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useScene.getState().deleteNode(draft.id)
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// Resume → create permanent node (single undoable action)
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useScene.temporal.getState().resume()
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const node = WindowNode.parse({
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position: [clampedX, clampedY, 0],
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rotation: [0, itemRotation, 0],
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side,
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wallId: event.node.id,
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parentId: event.node.id,
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width: draft.width,
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height: draft.height,
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frameThickness: draft.frameThickness,
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frameDepth: draft.frameDepth,
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columnRatios: draft.columnRatios,
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rowRatios: draft.rowRatios,
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dividerThickness: draft.dividerThickness,
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sill: draft.sill,
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sillDepth: draft.sillDepth,
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sillThickness: draft.sillThickness,
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})
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useScene.getState().createNode(node, event.node.id as AnyNodeId)
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useScene.temporal.getState().pause()
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event.stopPropagation()
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}
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const onWallLeave = () => {
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destroyDraft()
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hideCursor()
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}
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const onCancel = () => {
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destroyDraft()
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hideCursor()
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}
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emitter.on('wall:enter', onWallEnter)
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emitter.on('wall:move', onWallMove)
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emitter.on('wall:click', onWallClick)
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emitter.on('wall:leave', onWallLeave)
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emitter.on('tool:cancel', onCancel)
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return () => {
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destroyDraft()
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hideCursor()
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useScene.temporal.getState().resume()
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emitter.off('wall:enter', onWallEnter)
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emitter.off('wall:move', onWallMove)
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emitter.off('wall:click', onWallClick)
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emitter.off('wall:leave', onWallLeave)
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emitter.off('tool:cancel', onCancel)
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}
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}, [])
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// Cursor geometry: window outline rectangle (width × height × frameDepth)
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const boxGeo = new BoxGeometry(1.5, 1.5, 0.07)
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const edgesGeo = new EdgesGeometry(boxGeo)
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boxGeo.dispose()
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return (
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<group ref={cursorGroupRef} visible={false}>
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<lineSegments ref={edgesRef} geometry={edgesGeo} material={edgeMaterial} />
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</group>
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)
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}
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@@ -18,7 +18,7 @@ export const tools: ToolConfig[] = [
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{ id: 'ceiling', iconSrc: '/icons/ceiling.png', label: 'Ceiling' },
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{ id: 'roof', iconSrc: '/icons/roof.png', label: 'Gable Roof' },
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{ id: 'item', iconSrc: '/icons/door.png', label: 'Door', catalogCategory: 'door' },
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{ id: 'item', iconSrc: '/icons/window.png', label: 'Window', catalogCategory: 'window' },
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{ id: 'window', iconSrc: '/icons/window.png', label: 'Window' },
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{ id: 'zone', iconSrc: '/icons/zone.png', label: 'Zone' },
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]
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@@ -9,6 +9,7 @@ import { LevelTreeNode } from "./level-tree-node";
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import { RoofTreeNode } from "./roof-tree-node";
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import { SlabTreeNode } from "./slab-tree-node";
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import { WallTreeNode } from "./wall-tree-node";
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import { WindowTreeNode } from "./window-tree-node";
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import { ZoneTreeNode } from "./zone-tree-node";
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interface TreeNodeProps {
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@@ -36,6 +37,8 @@ export function TreeNode({ nodeId, depth = 0 }: TreeNodeProps) {
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return <RoofTreeNode node={node} depth={depth} />;
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case "item":
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return <ItemTreeNode node={node} depth={depth} />;
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case "window":
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return <WindowTreeNode node={node} depth={depth} />;
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case "zone":
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return <ZoneTreeNode node={node} depth={depth} />;
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default:
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@@ -0,0 +1,50 @@
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'use client'
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import { WindowNode } from "@pascal-app/core"
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import { useViewer } from "@pascal-app/viewer"
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import Image from "next/image"
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import { useState } from "react"
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import { RenamePopover } from "./rename-popover"
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import { TreeNodeWrapper } from "./tree-node"
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import { TreeNodeActions } from "./tree-node-actions"
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interface WindowTreeNodeProps {
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node: WindowNode
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depth: number
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}
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export function WindowTreeNode({ node, depth }: WindowTreeNodeProps) {
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const [renameOpen, setRenameOpen] = useState(false)
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const isSelected = useViewer((state) => state.selection.selectedIds.includes(node.id))
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const isHovered = useViewer((state) => state.hoveredId === node.id)
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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 defaultName = `Window (${node.width}×${node.height}m)`
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return (
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<RenamePopover
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node={node}
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open={renameOpen}
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onOpenChange={setRenameOpen}
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defaultName={defaultName}
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>
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<TreeNodeWrapper
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icon={<Image src="/icons/window.png" alt="" width={14} height={14} className="object-contain" />}
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label={node.name || defaultName}
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depth={depth}
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hasChildren={false}
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expanded={false}
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onToggle={() => {}}
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onClick={() => setSelection({ selectedIds: [node.id] })}
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onDoubleClick={() => setRenameOpen(true)}
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onMouseEnter={() => setHoveredId(node.id)}
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onMouseLeave={() => setHoveredId(null)}
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isSelected={isSelected}
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isHovered={isHovered}
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isVisible={node.visible !== false}
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actions={<TreeNodeActions node={node} />}
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/>
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</RenamePopover>
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)
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}
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@@ -27,6 +27,7 @@ export type StructureTool =
|
||||
| 'stair'
|
||||
| 'item'
|
||||
| 'zone'
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||||
| 'window'
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||||
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// Furnish mode tools (items and decoration)
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export type FurnishTool = 'item'
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||||
|
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Reference in New Issue
Block a user