Files
editor/packages/nodes/src/slab/tool.tsx
T

310 lines
10 KiB
TypeScript

'use client'
import {
DEFAULT_ANGLE_STEP,
emitter,
type GridEvent,
type LevelNode,
snapPointAlongAngleRay,
snapPointToGrid,
useScene,
} from '@pascal-app/core'
import {
CursorSphere,
clearSlabSnapFeedback,
EDITOR_LAYER,
isAngleSnapActive,
isGridSnapActive,
markToolCancelConsumed,
resolveSlabPlanPointSnap,
triggerSFX,
useEditor,
useFloorplanDraftPreview,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BufferGeometry, DoubleSide, type Group, type Line, Shape, Vector3 } from 'three'
import { SlabNode } from './schema'
/**
* Phase 5 Stage D — slab placement tool (kind-owned via `def.tool`).
*
* Multi-click polygon drawing: each click adds a vertex; clicking near
* the first vertex (or double-clicking) closes the polygon and creates
* the slab. Shift-modifier defeats the 15° angle snap during drag.
*
* Not a `DragAction` — same reasoning as `tool.tsx` for fence: this is
* a stateful sequence of grid:click events with preview state, not a
* single pointer-down → drag-up.
*/
const Y_OFFSET = 0.02
function commitSlabDrawing(levelId: LevelNode['id'], points: Array<[number, number]>): string {
const { createNode, nodes } = useScene.getState()
const slabCount = Object.values(nodes).filter((n) => n.type === 'slab').length
const name = `Slab ${slabCount + 1}`
// A placed slab preset seeds `toolDefaults.slab` (thickness, material, …)
// before the tool activates; the drawn polygon always wins.
const defaults = useEditor.getState().toolDefaults.slab ?? {}
const slab = SlabNode.parse({ ...defaults, name, polygon: points })
createNode(slab, levelId)
triggerSFX('sfx:structure-build')
return slab.id
}
export const SlabTool: React.FC = () => {
const cursorRef = useRef<Group>(null)
const mainLineRef = useRef<Line>(null!)
const closingLineRef = useRef<Line>(null!)
const currentLevelId = useViewer((s) => s.selection.levelId)
const setSelection = useViewer((s) => s.setSelection)
const [points, setPoints] = useState<Array<[number, number]>>([])
const [cursorPosition, setCursorPosition] = useState<[number, number]>([0, 0])
const [snappedCursorPosition, setSnappedCursorPosition] = useState<[number, number]>([0, 0])
const [levelY, setLevelY] = useState(0)
const previousSnappedPointRef = useRef<[number, number] | null>(null)
// Clear preset-seeded defaults on deactivation so a later manual slab draw
// isn't built with a stale preset's parameters. Unmount-only.
useEffect(() => () => useEditor.getState().setToolDefaults('slab', null), [])
useEffect(() => () => clearSlabSnapFeedback(), [])
// Publish the live vertex count so the HUD shows "Finish" only at ≥ 3 points.
useEffect(() => {
useEditor.getState().setDraftVertexCount(points.length)
}, [points.length])
useEffect(() => () => useEditor.getState().setDraftVertexCount(0), [])
useEffect(() => {
useFloorplanDraftPreview.getState().setPolygonDraft('slab', points)
}, [points])
useEffect(
() => () => {
const draftPreview = useFloorplanDraftPreview.getState()
if (draftPreview.polygonDraftType === 'slab') {
draftPreview.setPolygonDraft(null, [])
}
draftPreview.setCursorPoint(null)
},
[],
)
useEffect(() => {
if (!currentLevelId) return
const onGridMove = (event: GridEvent) => {
if (!cursorRef.current) return
const rawPoint: [number, number] = [event.localPosition[0], event.localPosition[2]]
// Slab drafting is the 'polygon' snap context (grid / lines / off — no
// angle, no Shift bypass; Shift cycles the mode, Off is the bypass).
const gridStep = isGridSnapActive() ? useEditor.getState().gridSnapStep : 0
const gridPosition: [number, number] = [...snapPointToGrid(rawPoint, gridStep)]
setCursorPosition(gridPosition)
setLevelY(event.localPosition[1])
const lastPoint = points[points.length - 1]
// Angle lock only when the mode asks for it (polygon never does today, but
// honour the flag so the behaviour follows the HUD).
const orthoPoint: [number, number] =
isAngleSnapActive() && lastPoint
? [...snapPointAlongAngleRay(lastPoint, rawPoint, DEFAULT_ANGLE_STEP, gridStep)]
: gridPosition
const displayPoint = resolveSlabPlanPointSnap({
rawPoint,
fallbackPoint: orthoPoint,
levelId: currentLevelId,
}).point
useFloorplanDraftPreview.getState().setCursorPoint(displayPoint)
setSnappedCursorPosition(displayPoint)
if (
points.length > 0 &&
previousSnappedPointRef.current &&
(displayPoint[0] !== previousSnappedPointRef.current[0] ||
displayPoint[1] !== previousSnappedPointRef.current[1])
) {
triggerSFX('sfx:grid-snap')
}
previousSnappedPointRef.current = displayPoint
cursorRef.current.position.set(displayPoint[0], event.localPosition[1], displayPoint[1])
}
const onGridClick = (_event: GridEvent) => {
if (!currentLevelId) return
const clickPoint = previousSnappedPointRef.current ?? cursorPosition
const firstPoint = points[0]
if (
points.length >= 3 &&
firstPoint &&
Math.abs(clickPoint[0] - firstPoint[0]) < 0.25 &&
Math.abs(clickPoint[1] - firstPoint[1]) < 0.25
) {
const slabId = commitSlabDrawing(currentLevelId, points)
setSelection({ selectedIds: [slabId] })
setPoints([])
clearSlabSnapFeedback()
} else {
// Every non-closing vertex is a "start" tick; the closing click above
// fires the structure-build (end) cue.
triggerSFX('sfx:structure-build-start')
setPoints([...points, clickPoint])
}
}
// Finish the polygon (Enter or double-click): commit once there are enough
// vertices. Closing near the first vertex (in onGridClick) is the third way.
const finishDrawing = () => {
if (points.length < 3) return
const slabId = commitSlabDrawing(currentLevelId, points)
setSelection({ selectedIds: [slabId] })
setPoints([])
clearSlabSnapFeedback()
}
const onGridDoubleClick = (_event: GridEvent) => {
finishDrawing()
}
const onCancel = () => {
if (points.length > 0) markToolCancelConsumed()
setPoints([])
clearSlabSnapFeedback()
}
const onKeyDown = (e: KeyboardEvent) => {
if (e.key === 'Enter') {
e.preventDefault()
finishDrawing()
}
}
document.addEventListener('keydown', onKeyDown)
emitter.on('grid:move', onGridMove)
emitter.on('grid:click', onGridClick)
emitter.on('grid:double-click', onGridDoubleClick)
emitter.on('tool:cancel', onCancel)
return () => {
document.removeEventListener('keydown', onKeyDown)
emitter.off('grid:move', onGridMove)
emitter.off('grid:click', onGridClick)
emitter.off('grid:double-click', onGridDoubleClick)
emitter.off('tool:cancel', onCancel)
}
}, [currentLevelId, points, cursorPosition, setSelection])
useEffect(() => {
if (!(mainLineRef.current && closingLineRef.current)) return
if (points.length === 0) {
mainLineRef.current.visible = false
closingLineRef.current.visible = false
return
}
const y = levelY + Y_OFFSET
const snappedCursor = snappedCursorPosition
const linePoints: Vector3[] = points.map(([x, z]) => new Vector3(x, y, z))
linePoints.push(new Vector3(snappedCursor[0], y, snappedCursor[1]))
if (linePoints.length >= 2) {
mainLineRef.current.geometry.dispose()
mainLineRef.current.geometry = new BufferGeometry().setFromPoints(linePoints)
mainLineRef.current.visible = true
} else {
mainLineRef.current.visible = false
}
const firstPoint = points[0]
if (points.length >= 2 && firstPoint) {
const closingPoints = [
new Vector3(snappedCursor[0], y, snappedCursor[1]),
new Vector3(firstPoint[0], y, firstPoint[1]),
]
closingLineRef.current.geometry.dispose()
closingLineRef.current.geometry = new BufferGeometry().setFromPoints(closingPoints)
closingLineRef.current.visible = true
} else {
closingLineRef.current.visible = false
}
}, [points, snappedCursorPosition, levelY])
const previewShape = useMemo(() => {
if (points.length < 3) return null
const snappedCursor = snappedCursorPosition
const allPoints = [...points, snappedCursor]
const firstPt = allPoints[0]
if (!firstPt) return null
const shape = new Shape()
shape.moveTo(firstPt[0], -firstPt[1])
for (let i = 1; i < allPoints.length; i++) {
const pt = allPoints[i]
if (pt) shape.lineTo(pt[0], -pt[1])
}
shape.closePath()
return shape
}, [points, snappedCursorPosition])
return (
<group>
<CursorSphere ref={cursorRef} />
{previewShape && (
<mesh
frustumCulled={false}
layers={EDITOR_LAYER}
position={[0, levelY + Y_OFFSET, 0]}
rotation={[-Math.PI / 2, 0, 0]}
>
<shapeGeometry args={[previewShape]} />
<meshBasicMaterial
color="#818cf8"
depthTest={false}
opacity={0.15}
side={DoubleSide}
transparent
/>
</mesh>
)}
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={mainLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial color="#818cf8" depthTest={false} depthWrite={false} linewidth={3} />
</line>
{/* @ts-ignore */}
<line
frustumCulled={false}
layers={EDITOR_LAYER}
// @ts-expect-error
ref={closingLineRef}
renderOrder={1}
visible={false}
>
<bufferGeometry />
<lineBasicNodeMaterial
color="#818cf8"
depthTest={false}
depthWrite={false}
linewidth={2}
opacity={0.5}
transparent
/>
</line>
{points.map(([x, z], index) => (
<CursorSphere
color="#818cf8"
height={0}
key={index}
position={[x, levelY + Y_OFFSET + 0.01, z]}
showTooltip={false}
/>
))}
</group>
)
}
export default SlabTool