Files
editor/packages/nodes/src/fence/tool.tsx
T
Wassim SAMADandClaude Opus 4.8 2666b07479 feat(editor): wall room/single + fence continuous/single chain toggles
Replace the legacy held-Alt mechanism on wall and fence drafting with a
mode toggle, mirroring the snapping-mode chip:

- Wall: `wallChainMode` room (auto-close on loop) / single. Room mode
  finishes automatically when the new endpoint lands within the join-snap
  radius of the chain's first vertex; single commits one wall per click.
- Fence: `fenceChainMode` continuous (chain until double-click/Esc) /
  single. Fences are linear barriers, so continuous has no auto-close.
- Both: Alt-tap cycles the active drafting tool's chain mode (clean-tap,
  scoped to wall/fence drafting); a clickable HUD chip shows the mode.
  Persisted + migrated in `useEditor`.

Migrate wall and fence off held-Alt-bypass-alignment to the unified
convention: alignment now follows the magnetic snap mode, which frees Alt
for the toggle. 2D floorplan parity kept in sync with the 3D tools.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 11:27:12 -04:00

763 lines
24 KiB
TypeScript

'use client'
import {
calculateLevelMiters,
collectAlignmentAnchors,
emitter,
type FenceNode,
type GridEvent,
getWallMiterBoundaryPoints,
type LevelNode,
type Point2D,
resolveAlignment,
useScene,
type WallMiterData,
type WallNode,
} from '@pascal-app/core'
import {
CursorSphere,
createFenceOnCurrentLevel,
EDITOR_LAYER,
type FencePlanPoint,
formatAngleRadians,
formatLinearMeasurement,
getAngleArcToSegmentReference,
getAngleToSegmentReference,
getSegmentAngleReferenceAtPoint,
isAngleSnapActive,
isMagneticSnapActive,
markToolCancelConsumed,
type SegmentAngleReference,
snapFenceDraftPoint,
triggerSFX,
useAlignmentGuides,
useEditor,
useSegmentDraftChain,
} from '@pascal-app/editor'
import { getSceneTheme, useViewer } from '@pascal-app/viewer'
import { Html } from '@react-three/drei'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BoxGeometry, BufferGeometry, DoubleSide, type Group, type Mesh, Vector3 } from 'three'
const FENCE_PREVIEW_HEIGHT = 1.8
const FENCE_PREVIEW_THICKNESS = 0.08
/** Figma-style alignment-snap threshold (meters), matching the move tools. */
const ALIGNMENT_THRESHOLD_M = 0.08
// HUD label heights are measured from the top of the preview bar, so they
// track whatever height a seeded preset draws at (`previewHeight`).
const DRAFT_LABEL_Y_OFFSET = 0.22
const DRAFT_ANGLE_LABEL_Y_OFFSET = 0.08
const DRAFT_ANGLE_ARC_Y_OFFSET = 0.012
const DRAFT_ANGLE_ARC_MIN_RADIUS = 0.32
const DRAFT_ANGLE_ARC_MAX_RADIUS = 0.72
const DRAFT_ANGLE_ARC_SEGMENTS = 24
type DraftAngleLabel = {
id: string
label: string
position: [number, number, number]
arc: {
center: FencePlanPoint
radius: number
startAngle: number
endAngle: number
y: number
}
}
type DraftMeasurementState = {
lengthLabel: string
lengthPosition: [number, number, number]
angleLabels: DraftAngleLabel[]
} | null
type SegmentLike = {
id: string
start: FencePlanPoint
end: FencePlanPoint
curveOffset?: number
thickness?: number
}
type FaceAngleCandidate = {
index: number
point: FencePlanPoint
vector: FencePlanPoint
}
type FaceAnglePair = {
draft: FaceAngleCandidate
connected: FaceAngleCandidate
distance: number
}
type AngleSource = {
arcCenter: FencePlanPoint
connectedVector: FencePlanPoint
draftVector: FencePlanPoint
}
function clamp(value: number, min: number, max: number) {
return Math.min(max, Math.max(min, value))
}
function distanceSquared(a: FencePlanPoint, b: FencePlanPoint) {
const dx = a[0] - b[0]
const dz = a[1] - b[1]
return dx * dx + dz * dz
}
function pointMatches(a: FencePlanPoint, b: FencePlanPoint, tolerance = 1e-5) {
return distanceSquared(a, b) <= tolerance * tolerance
}
function toFencePlanPoint(point: Point2D): FencePlanPoint {
return [point.x, point.y]
}
function toMiterWall(segment: SegmentLike): WallNode {
return {
object: 'node',
id: segment.id as WallNode['id'],
type: 'wall',
name: 'Fence reference',
parentId: null,
visible: true,
metadata: {},
children: [],
start: segment.start,
end: segment.end,
thickness: segment.thickness,
curveOffset: segment.curveOffset,
frontSide: 'unknown',
backSide: 'unknown',
}
}
function buildDraftFenceSegment(
start: FencePlanPoint,
end: FencePlanPoint,
thickness: number,
): SegmentLike {
return {
id: 'fence_draft',
start,
end,
thickness,
}
}
function getSegmentEndpointKind(
point: FencePlanPoint,
segment: SegmentLike,
): 'start' | 'end' | null {
if (pointMatches(point, segment.start)) return 'start'
if (pointMatches(point, segment.end)) return 'end'
return null
}
function getFenceFaceAngleCandidates(
point: FencePlanPoint,
segment: SegmentLike,
miterData: WallMiterData,
): FaceAngleCandidate[] {
const endpoint = getSegmentEndpointKind(point, segment)
const reference = getSegmentAngleReferenceAtPoint(point, segment)
if (!(endpoint && reference)) return []
const boundaryPoints = getWallMiterBoundaryPoints(toMiterWall(segment), miterData)
if (!boundaryPoints) return []
const points =
endpoint === 'start'
? [boundaryPoints.startLeft, boundaryPoints.startRight]
: [boundaryPoints.endLeft, boundaryPoints.endRight]
return points.map((facePoint, index) => ({
index,
point: toFencePlanPoint(facePoint),
vector: reference.vector,
}))
}
function getMatchingFaceAnglePairs(
draftCandidates: FaceAngleCandidate[],
connectedCandidates: FaceAngleCandidate[],
) {
const candidates: FaceAnglePair[] = []
for (const draftCandidate of draftCandidates) {
for (const connectedCandidate of connectedCandidates) {
candidates.push({
draft: draftCandidate,
connected: connectedCandidate,
distance: distanceSquared(draftCandidate.point, connectedCandidate.point),
})
}
}
candidates.sort((a, b) => a.distance - b.distance)
const exactPairs = candidates.filter((pair) => pair.distance <= 1e-6)
const sourcePairs = exactPairs.length > 0 ? exactPairs : candidates.slice(0, 1)
const usedDraftIndexes = new Set<number>()
const usedConnectedIndexes = new Set<number>()
const pairs: FaceAnglePair[] = []
for (const pair of sourcePairs) {
if (usedDraftIndexes.has(pair.draft.index) || usedConnectedIndexes.has(pair.connected.index)) {
continue
}
usedDraftIndexes.add(pair.draft.index)
usedConnectedIndexes.add(pair.connected.index)
pairs.push(pair)
if (pairs.length === 2) break
}
return pairs
}
function getAngleSource(
endpointPoint: FencePlanPoint,
endpointDraftVector: FencePlanPoint,
connectedReference: SegmentAngleReference,
facePairs: FaceAnglePair[],
): AngleSource {
if (facePairs.length === 0) {
return {
arcCenter: endpointPoint,
connectedVector: connectedReference.vector,
draftVector: endpointDraftVector,
}
}
const arc = getAngleArcToSegmentReference(endpointDraftVector, connectedReference)
const angleDirection: FencePlanPoint = arc
? [Math.cos(arc.midAngle), Math.sin(arc.midAngle)]
: [endpointDraftVector[0], endpointDraftVector[1]]
const bestPair =
facePairs
.map((pair) => {
const arcCenter: FencePlanPoint = [
(pair.draft.point[0] + pair.connected.point[0]) / 2,
(pair.draft.point[1] + pair.connected.point[1]) / 2,
]
const fromEndpoint: FencePlanPoint = [
arcCenter[0] - endpointPoint[0],
arcCenter[1] - endpointPoint[1],
]
return {
pair,
score: fromEndpoint[0] * angleDirection[0] + fromEndpoint[1] * angleDirection[1],
}
})
.sort((a, b) => b.score - a.score)[0]?.pair ?? facePairs[0]!
return {
arcCenter: [
(bestPair.draft.point[0] + bestPair.connected.point[0]) / 2,
(bestPair.draft.point[1] + bestPair.connected.point[1]) / 2,
],
connectedVector: bestPair.connected.vector,
draftVector: bestPair.draft.vector,
}
}
function getDraftAngleLabels(
start: FencePlanPoint,
end: FencePlanPoint,
segments: SegmentLike[],
baseY: number,
previewHeight: number,
previewThickness: number,
): DraftAngleLabel[] {
const draftFromStart: FencePlanPoint = [end[0] - start[0], end[1] - start[1]]
const draftFromEnd: FencePlanPoint = [start[0] - end[0], start[1] - end[1]]
const draftSegment = buildDraftFenceSegment(start, end, previewThickness)
const miterData = calculateLevelMiters([...segments, draftSegment].map(toMiterWall))
const endpoints = [
{ id: 'start', point: start, draftVector: draftFromStart },
{ id: 'end', point: end, draftVector: draftFromEnd },
]
const labels: DraftAngleLabel[] = []
for (const endpoint of endpoints) {
const connectedSegment = segments.find((segment) =>
Boolean(getSegmentAngleReferenceAtPoint(endpoint.point, segment)),
)
if (!connectedSegment) continue
const connectedReference = getSegmentAngleReferenceAtPoint(endpoint.point, connectedSegment)
if (!connectedReference) continue
const draftFaceCandidates = getFenceFaceAngleCandidates(endpoint.point, draftSegment, miterData)
const connectedFaceCandidates = getFenceFaceAngleCandidates(
endpoint.point,
connectedSegment,
miterData,
)
const facePairs = getMatchingFaceAnglePairs(draftFaceCandidates, connectedFaceCandidates)
const { arcCenter, connectedVector, draftVector } = getAngleSource(
endpoint.point,
endpoint.draftVector,
connectedReference,
facePairs,
)
const angle = getAngleToSegmentReference(draftVector, {
...connectedReference,
vector: connectedVector,
})
if (angle === null) continue
const arc = getAngleArcToSegmentReference(draftVector, {
...connectedReference,
vector: connectedVector,
})
if (!arc || arc.angle < 0.01) continue
const draftLength = Math.hypot(draftVector[0], draftVector[1])
const referenceLength = Math.hypot(connectedVector[0], connectedVector[1])
const radius = clamp(
Math.min(draftLength, referenceLength) * 0.28,
DRAFT_ANGLE_ARC_MIN_RADIUS,
DRAFT_ANGLE_ARC_MAX_RADIUS,
)
labels.push({
id: endpoint.id,
label: formatAngleRadians(angle),
position: [
arcCenter[0] + Math.cos(arc.midAngle) * (radius + 0.16),
baseY + previewHeight + DRAFT_ANGLE_LABEL_Y_OFFSET,
arcCenter[1] + Math.sin(arc.midAngle) * (radius + 0.16),
],
arc: {
center: arcCenter,
radius,
startAngle: arc.startAngle,
endAngle: arc.endAngle,
y: baseY + previewHeight + DRAFT_ANGLE_ARC_Y_OFFSET,
},
})
}
return labels
}
function getDraftMeasurementState(
start: FencePlanPoint,
end: FencePlanPoint,
segments: SegmentLike[],
unit: 'metric' | 'imperial',
baseY: number,
previewHeight: number,
previewThickness: number,
): DraftMeasurementState {
const dx = end[0] - start[0]
const dz = end[1] - start[1]
const length = Math.hypot(dx, dz)
if (length < 0.01) return null
return {
lengthLabel: formatLinearMeasurement(length, unit),
lengthPosition: [
(start[0] + end[0]) / 2,
baseY + previewHeight + DRAFT_LABEL_Y_OFFSET,
(start[1] + end[1]) / 2,
],
angleLabels: getDraftAngleLabels(start, end, segments, baseY, previewHeight, previewThickness),
}
}
function getReferenceSegments(walls: WallNode[], fences: FenceNode[]): SegmentLike[] {
return [
...walls.map((wall) => ({
id: wall.id,
start: wall.start,
end: wall.end,
curveOffset: wall.curveOffset,
thickness: wall.thickness,
})),
...fences.map((fence) => ({
id: fence.id,
start: fence.start,
end: fence.end,
curveOffset: fence.curveOffset,
thickness: fence.thickness,
})),
]
}
function updateFencePreview(
mesh: Mesh,
start: Vector3,
end: Vector3,
previewHeight: number,
previewThickness: number,
) {
const direction = new Vector3(end.x - start.x, 0, end.z - start.z)
const length = direction.length()
if (length < 0.01) {
mesh.visible = false
return
}
mesh.visible = true
direction.normalize()
const geometry = new BoxGeometry(length, previewHeight, previewThickness)
const angle = Math.atan2(direction.z, direction.x)
mesh.position.set((start.x + end.x) / 2, start.y + previewHeight / 2, (start.z + end.z) / 2)
mesh.rotation.y = -angle
if (mesh.geometry) {
mesh.geometry.dispose()
}
mesh.geometry = geometry
}
function getCurrentLevelElements(): { walls: WallNode[]; fences: FenceNode[] } {
const currentLevelId = useViewer.getState().selection.levelId
const { nodes } = useScene.getState()
if (!currentLevelId) return { walls: [], fences: [] }
const levelNode = nodes[currentLevelId]
if (!levelNode || levelNode.type !== 'level') return { walls: [], fences: [] }
const children = (levelNode as LevelNode).children.map((childId) => nodes[childId])
return {
walls: children.filter((n): n is WallNode => n?.type === 'wall'),
fences: children.filter((n): n is FenceNode => n?.type === 'fence'),
}
}
export const FenceTool: React.FC = () => {
const unit = useViewer((state) => state.unit)
const isDark = useViewer((state) => getSceneTheme(state.sceneTheme).appearance === 'dark')
// A placed preset seeds `toolDefaults.fence` before the tool mounts, so
// the draft preview is drawn at the preset's height / thickness rather
// than the generic fallbacks. Read through refs so the live event
// handlers below see the latest values without re-subscribing.
const fenceDefaults = useEditor((s) => s.toolDefaults.fence)
const previewHeight =
typeof fenceDefaults?.height === 'number' ? fenceDefaults.height : FENCE_PREVIEW_HEIGHT
const previewThickness =
typeof fenceDefaults?.thickness === 'number' ? fenceDefaults.thickness : FENCE_PREVIEW_THICKNESS
const previewHeightRef = useRef(previewHeight)
previewHeightRef.current = previewHeight
const previewThicknessRef = useRef(previewThickness)
previewThicknessRef.current = previewThickness
const cursorRef = useRef<Group>(null)
const previewRef = useRef<Mesh>(null!)
const startingPoint = useRef(new Vector3(0, 0, 0))
const endingPoint = useRef(new Vector3(0, 0, 0))
const buildingState = useRef(0)
const [draftMeasurement, setDraftMeasurement] = useState<DraftMeasurementState>(null)
const measurementColor = isDark ? '#ffffff' : '#111111'
const measurementShadowColor = isDark ? '#111111' : '#ffffff'
// Scope seeded defaults to this tool session: clear on deactivation so a
// later manual fence draw isn't drawn with a stale preset's parameters.
// Unmount-only (empty deps) — the [unit] effect below must not clear it.
useEffect(() => () => useEditor.getState().setToolDefaults('fence', null), [])
useEffect(() => {
let previousFenceEnd: FencePlanPoint | null = null
// Alignment candidates — anchors of every alignable object. Refreshed
// after each segment commits (the new fence becomes a candidate too).
let alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
const refreshAlignmentCandidates = () => {
alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
}
// Align the drafted point onto another object's nearest real anchor and
// publish the guide. Returns the possibly snapped point.
const alignPoint = (point: FencePlanPoint, bypass: boolean): FencePlanPoint => {
// Figma alignment pulls the endpoint onto existing corners / edges, so it
// is a line snap — suppress it whenever magnetic snap is off (`'off'` /
// `'angles'`), matching the fence-geometry snap.
if (bypass || !isMagneticSnapActive() || alignmentCandidates.length === 0) {
useAlignmentGuides.getState().clear()
return point
}
const ar = resolveAlignment({
moving: [{ nodeId: '__fence-draft__', kind: 'corner', x: point[0], z: point[1] }],
candidates: alignmentCandidates,
threshold: ALIGNMENT_THRESHOLD_M,
})
useAlignmentGuides.getState().set(ar.guides)
return ar.snap ? [point[0] + ar.snap.dx, point[1] + ar.snap.dz] : point
}
const stopDrafting = () => {
buildingState.current = 0
previewRef.current.visible = false
setDraftMeasurement(null)
useSegmentDraftChain.getState().clear('fence')
useAlignmentGuides.getState().clear()
}
const onGridMove = (event: GridEvent) => {
if (!(cursorRef.current && previewRef.current)) return
const { walls, fences } = getCurrentLevelElements()
const localPoint: FencePlanPoint = [event.localPosition[0], event.localPosition[2]]
// While drafting, the segment locks to 15° rays from its start.
// Snapping is governed by the snapping mode (`'off'` is the bypass);
// there is no Shift hold-to-bypass. Alignment follows the magnetic snap
// mode, not Alt (Alt-tap toggles continuous/single chaining).
const bypassAlign = !isMagneticSnapActive()
if (buildingState.current === 1) {
const angleLocked = isAngleSnapActive()
const snappedLocal = alignPoint(
snapFenceDraftPoint({
point: localPoint,
walls,
fences,
start: angleLocked ? [startingPoint.current.x, startingPoint.current.z] : undefined,
angleSnap: angleLocked,
magnetic: isMagneticSnapActive(),
}),
bypassAlign || angleLocked,
)
endingPoint.current.set(snappedLocal[0], event.localPosition[1], snappedLocal[1])
cursorRef.current.position.copy(endingPoint.current)
const currentFenceEnd: FencePlanPoint = [snappedLocal[0], snappedLocal[1]]
if (
previousFenceEnd &&
(currentFenceEnd[0] !== previousFenceEnd[0] || currentFenceEnd[1] !== previousFenceEnd[1])
) {
triggerSFX('sfx:grid-snap')
}
previousFenceEnd = currentFenceEnd
updateFencePreview(
previewRef.current,
startingPoint.current,
endingPoint.current,
previewHeightRef.current,
previewThicknessRef.current,
)
setDraftMeasurement(
getDraftMeasurementState(
[startingPoint.current.x, startingPoint.current.z],
snappedLocal,
getReferenceSegments(walls, fences),
unit,
startingPoint.current.y,
previewHeightRef.current,
previewThicknessRef.current,
),
)
} else {
const snappedPoint = alignPoint(
snapFenceDraftPoint({
point: localPoint,
walls,
fences,
magnetic: isMagneticSnapActive(),
}),
bypassAlign,
)
cursorRef.current.position.set(snappedPoint[0], event.localPosition[1], snappedPoint[1])
setDraftMeasurement(null)
}
}
const onGridClick = (event: GridEvent) => {
if (buildingState.current === 1 && event.nativeEvent.detail >= 2) {
stopDrafting()
return
}
const { walls, fences } = getCurrentLevelElements()
const localClick: FencePlanPoint = [event.localPosition[0], event.localPosition[2]]
const bypassAlign = !isMagneticSnapActive()
if (buildingState.current === 0) {
const snappedStart = alignPoint(
snapFenceDraftPoint({
point: localClick,
walls,
fences,
magnetic: isMagneticSnapActive(),
}),
bypassAlign,
)
startingPoint.current.set(snappedStart[0], event.localPosition[1], snappedStart[1])
endingPoint.current.copy(startingPoint.current)
buildingState.current = 1
triggerSFX('sfx:structure-build-start')
previewRef.current.visible = true
setDraftMeasurement(null)
} else {
const angleLocked = isAngleSnapActive()
const snappedEnd = alignPoint(
snapFenceDraftPoint({
point: localClick,
walls,
fences,
start: angleLocked ? [startingPoint.current.x, startingPoint.current.z] : undefined,
angleSnap: angleLocked,
magnetic: isMagneticSnapActive(),
}),
bypassAlign || angleLocked,
)
const dx = snappedEnd[0] - startingPoint.current.x
const dz = snappedEnd[1] - startingPoint.current.z
if (dx * dx + dz * dz < 0.01 * 0.01) return
const createdFence = createFenceOnCurrentLevel(
[startingPoint.current.x, startingPoint.current.z],
snappedEnd,
)
if (!createdFence) return
// The new segment is now a real node — make it an alignment target
// for the next segment, and drop the just-shown guide.
refreshAlignmentCandidates()
useAlignmentGuides.getState().clear()
// Single mode commits one segment per click: stop drafting so the next
// click starts a fresh segment instead of chaining off this endpoint.
if (useEditor.getState().fenceChainMode === 'single') {
stopDrafting()
return
}
const nextStart = createdFence.end
// Publish the resolved chain start so the 2D floor-plan draft
// chains its next segment from the same point (its own snap
// pipeline can resolve a slightly different endpoint).
useSegmentDraftChain.getState().setChainStart('fence', [nextStart[0], nextStart[1]])
startingPoint.current.set(nextStart[0], event.localPosition[1], nextStart[1])
endingPoint.current.copy(startingPoint.current)
cursorRef.current?.position.copy(startingPoint.current)
previewRef.current.visible = false
buildingState.current = 1
setDraftMeasurement(null)
}
}
const onCancel = () => {
if (buildingState.current === 1) {
markToolCancelConsumed()
stopDrafting()
}
}
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('tool:cancel', onCancel)
return () => {
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('tool:cancel', onCancel)
useSegmentDraftChain.getState().clear('fence')
useAlignmentGuides.getState().clear()
}
}, [unit])
return (
<group>
<CursorSphere height={previewHeight} ref={cursorRef} />
<mesh layers={EDITOR_LAYER} ref={previewRef} renderOrder={1} visible={false}>
<shapeGeometry />
<meshBasicMaterial
color="#ffffff"
depthTest={false}
depthWrite={false}
opacity={0.45}
side={DoubleSide}
transparent
/>
</mesh>
{draftMeasurement && (
<>
<DraftMeasurementLabel
color={measurementColor}
label={draftMeasurement.lengthLabel}
position={draftMeasurement.lengthPosition}
shadowColor={measurementShadowColor}
/>
{draftMeasurement.angleLabels.map((angleLabel) => (
<group key={angleLabel.id}>
<DraftAngleArc arc={angleLabel.arc} color={measurementColor} />
<DraftMeasurementLabel
color={measurementColor}
label={angleLabel.label}
position={angleLabel.position}
shadowColor={measurementShadowColor}
/>
</group>
))}
</>
)}
</group>
)
}
function DraftAngleArc({ arc, color }: { arc: DraftAngleLabel['arc']; color: string }) {
const geometry = useMemo(() => {
const segmentCount = Math.max(
8,
Math.ceil((Math.abs(arc.endAngle - arc.startAngle) / Math.PI) * DRAFT_ANGLE_ARC_SEGMENTS),
)
const points = Array.from({ length: segmentCount + 1 }, (_, index) => {
const t = index / segmentCount
const angle = arc.startAngle + (arc.endAngle - arc.startAngle) * t
return new Vector3(
arc.center[0] + Math.cos(angle) * arc.radius,
arc.y,
arc.center[1] + Math.sin(angle) * arc.radius,
)
})
return new BufferGeometry().setFromPoints(points)
}, [arc])
return (
// @ts-expect-error - R3F accepts Three line primitives, matching the other editor drawing tools.
<line frustumCulled={false} geometry={geometry} layers={EDITOR_LAYER} renderOrder={2}>
<lineBasicNodeMaterial
color={color}
depthTest={false}
depthWrite={false}
linewidth={2}
opacity={0.95}
transparent
/>
</line>
)
}
function DraftMeasurementLabel({
color,
label,
position,
shadowColor,
}: {
color: string
label: string
position: [number, number, number]
shadowColor: string
}) {
return (
<Html
center
position={position}
style={{ pointerEvents: 'none', userSelect: 'none' }}
zIndexRange={[100, 0]}
>
<div
className="whitespace-nowrap font-bold font-mono text-[15px]"
style={{
color,
textShadow: `-1.5px -1.5px 0 ${shadowColor}, 1.5px -1.5px 0 ${shadowColor}, -1.5px 1.5px 0 ${shadowColor}, 1.5px 1.5px 0 ${shadowColor}, 0 0 4px ${shadowColor}, 0 0 4px ${shadowColor}`,
}}
>
{label}
</div>
</Html>
)
}
export default FenceTool