434 lines
14 KiB
TypeScript
434 lines
14 KiB
TypeScript
import {
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emitter,
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type GridEvent,
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ItemNode,
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isObject,
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sceneRegistry,
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useScene,
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useSpatialQuery,
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type WallEvent,
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type WallNode,
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} from '@pascal-app/core'
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import { useViewer } from '@pascal-app/viewer'
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import { useFrame } from '@react-three/fiber'
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import { useEffect, useRef } from 'react'
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import { BoxGeometry, type Mesh, type MeshStandardMaterial, Vector3 } from 'three'
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import useEditor from '@/store/use-editor'
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import { resolveLevelId } from '../../../../../packages/core/src/hooks/spatial-grid/spatial-grid-sync'
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/**
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* Snaps a position to 0.5 grid, with an offset to align item edges to grid lines.
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* For items with dimensions like 2.5, the center would be at 1.25 from the edge,
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* which doesn't align with 0.5 grid. This adds an offset so edges align instead.
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*/
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function snapToGrid(position: number, dimension: number): number {
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// Check if half the dimension has a 0.25 remainder (odd multiple of 0.5)
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const halfDim = dimension / 2
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const needsOffset = Math.abs(((halfDim * 2) % 1) - 0.5) < 0.01
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const offset = needsOffset ? 0.25 : 0
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// Snap to 0.5 grid with offset
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return Math.round((position - offset) * 2) / 2 + offset
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}
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const stripTransient = (meta: any) => {
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if (!isObject(meta)) return meta
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const { isTransient, ...rest } = meta as Record<string, any>
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return rest
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}
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// ============================================================================
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// HELPER FUNCTIONS
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// ============================================================================
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/**
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* Calculate rotation angle from wall normal vector
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* The normal points outward from the wall surface
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*/
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const calculateRotationFromNormal = (normal: [number, number, number] | undefined): number => {
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if (!normal) return 0
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// Calculate angle in X-Z plane (top-down view)
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// atan2(z, x) gives the angle the vector makes with the positive X axis
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// Add π/2 to align item's forward direction with the wall normal
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return Math.atan2(normal[2], normal[0]) - Math.PI / 2
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}
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/**
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* Determine which side of the wall based on the normal vector
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* In wall-local space, the wall runs along X-axis, so the normal points along Z-axis
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* Positive Z normal = 'back', Negative Z normal = 'front' (flipped due to orientation fix)
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*/
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const getSideFromNormal = (normal: [number, number, number] | undefined): 'front' | 'back' => {
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if (!normal) return 'front'
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// The Z component of the normal determines which side
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// Flipped: positive Z = back, negative Z = front
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return normal[2] >= 0 ? 'back' : 'front'
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}
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/**
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* Check if the normal indicates a valid wall side face (front or back)
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* Filters out top face and thickness edges
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* @param normal - The face normal vector
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* @param wallStart - Wall start point [x, z]
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* @param wallEnd - Wall end point [x, z]
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*/
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const isValidWallSideFace = (
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normal: [number, number, number] | undefined,
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wallStart: [number, number],
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wallEnd: [number, number],
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): boolean => {
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if (!normal) return false
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// Filter out top/bottom faces (normal pointing up or down)
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if (Math.abs(normal[1]) > 0.3) return false
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// Calculate wall direction in X-Z plane
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const wallDirX = wallEnd[0] - wallStart[0]
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const wallDirZ = wallEnd[1] - wallStart[1]
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const wallLength = Math.sqrt(wallDirX * wallDirX + wallDirZ * wallDirZ)
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if (wallLength === 0) return false
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// Normalize wall direction
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const normWallDirX = wallDirX / wallLength
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const normWallDirZ = wallDirZ / wallLength
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// Dot product of normal (X-Z components) with wall direction
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// Front/back faces: normal perpendicular to wall → dot ≈ 0
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// Thickness edges: normal parallel to wall → dot ≈ ±1
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const dotProduct = normal[0] * normWallDirX + normal[2] * normWallDirZ
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// If dot product is high, it's a thickness edge (normal parallel to wall)
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// Allow only faces where normal is mostly perpendicular to wall direction
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return Math.abs(dotProduct) < 0.5
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}
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export const ItemTool: React.FC = () => {
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const cursorRef = useRef<Mesh>(null!)
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const draftItem = useRef<ItemNode | null>(null)
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const gridPosition = useRef(new Vector3(0, 0, 0))
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const selectedItem = useEditor((state) => state.selectedItem)
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const { canPlaceOnFloor, canPlaceOnWall } = useSpatialQuery()
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const isOnWall = useRef(false)
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useEffect(() => {
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if (!selectedItem) {
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return
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}
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let currentWallId: string | null = null
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const checkCanPlace = () => {
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const currentLevelId = useViewer.getState().selection.levelId
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if (currentLevelId && draftItem.current) {
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let placeable = true
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if (draftItem.current.asset.attachTo) {
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if (!isOnWall.current || !currentWallId) {
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placeable = false
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} else {
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const result = canPlaceOnWall(
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currentLevelId,
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currentWallId as WallNode['id'],
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gridPosition.current.x,
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gridPosition.current.y,
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draftItem.current.asset.dimensions,
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draftItem.current.asset.attachTo as 'wall' | 'wall-side',
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draftItem.current.side,
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[draftItem.current.id],
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)
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placeable = result.valid
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}
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} else {
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placeable = canPlaceOnFloor(
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currentLevelId,
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[gridPosition.current.x, 0, gridPosition.current.z],
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draftItem.current.asset.dimensions,
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[0, 0, 0],
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[draftItem.current.id],
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).valid
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}
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if (placeable) {
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;(cursorRef.current.material as MeshStandardMaterial).color.set('green')
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return true
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} else {
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;(cursorRef.current.material as MeshStandardMaterial).color.set('red')
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return false
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}
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}
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}
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const createDraftItem = () => {
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const currentLevelId = useViewer.getState().selection.levelId
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if (!currentLevelId) {
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return null
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}
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useScene.temporal.getState().pause()
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draftItem.current = ItemNode.parse({
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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name: selectedItem.name,
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asset: selectedItem,
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metadata: {
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isTransient: true,
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},
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})
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useScene.getState().createNode(draftItem.current, currentLevelId)
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checkCanPlace()
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}
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createDraftItem()
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const onGridMove = (event: GridEvent) => {
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if (!cursorRef.current) return
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if (isOnWall.current) return
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const [dimX, , dimZ] = selectedItem.dimensions
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gridPosition.current.set(
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snapToGrid(event.position[0], dimX),
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0,
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snapToGrid(event.position[2], dimZ),
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)
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cursorRef.current.position.set(
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gridPosition.current.x,
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event.position[1],
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gridPosition.current.z,
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)
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checkCanPlace()
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if (draftItem.current) {
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draftItem.current.position = [gridPosition.current.x, 0, gridPosition.current.z]
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}
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}
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const onGridClick = (event: GridEvent) => {
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const currentLevelId = useViewer.getState().selection.levelId
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if (isOnWall.current) return
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if (!currentLevelId || !draftItem.current || !checkCanPlace()) return
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useScene.temporal.getState().resume()
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, 0, gridPosition.current.z],
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metadata: stripTransient(draftItem.current.metadata),
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})
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draftItem.current = null
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useScene.temporal.getState().pause()
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createDraftItem()
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}
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const onWallEnter = (event: WallEvent) => {
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if (
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useViewer.getState().selection.levelId !==
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resolveLevelId(event.node, useScene.getState().nodes)
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) {
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return
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}
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if (
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draftItem.current?.asset.attachTo === 'wall' ||
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draftItem.current?.asset.attachTo === 'wall-side'
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) {
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// Ignore top face and thickness edges
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if (!isValidWallSideFace(event.normal, event.node.start, event.node.end)) return
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event.stopPropagation()
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isOnWall.current = true
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currentWallId = event.node.id
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// Determine side and rotation from normal
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const side = getSideFromNormal(event.normal)
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const rotation = calculateRotationFromNormal(event.normal)
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gridPosition.current.set(
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Math.round(event.localPosition[0] * 2) / 2,
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Math.round(event.localPosition[1] * 2) / 2,
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Math.round(event.localPosition[2] * 2) / 2,
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)
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draftItem.current.parentId = event.node.id
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draftItem.current.side = side
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draftItem.current.rotation = [0, rotation, 0]
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: event.node.id,
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side,
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rotation: [0, rotation, 0],
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})
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cursorRef.current.rotation.y = rotation
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checkCanPlace()
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}
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}
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const onWallLeave = (event: WallEvent) => {
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if (!isOnWall.current) return
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isOnWall.current = false
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currentWallId = null
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event.stopPropagation()
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if (!draftItem.current) return
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const currentLevelId = useViewer.getState().selection.levelId
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draftItem.current.parentId = currentLevelId
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: currentLevelId,
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})
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checkCanPlace()
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}
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const onWallClick = (event: WallEvent) => {
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if (!isOnWall.current) return
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// Ignore top face and thickness edges
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if (!isValidWallSideFace(event.normal, event.node.start, event.node.end)) return
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event.stopPropagation()
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const currentLevelId = useViewer.getState().selection.levelId
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if (!currentLevelId || !draftItem.current || !checkCanPlace()) return
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// Get side and rotation from current draft item (already set by onWallMove)
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const side = draftItem.current.side
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const rotation = draftItem.current.rotation
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useScene.temporal.getState().resume()
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useScene.getState().updateNode(draftItem.current.id, {
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position: [gridPosition.current.x, gridPosition.current.y, gridPosition.current.z],
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parentId: event.node.id,
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side,
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rotation,
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metadata: stripTransient(draftItem.current.metadata),
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})
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useScene.getState().dirtyNodes.add(event.node.id)
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draftItem.current = null
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useScene.temporal.getState().pause()
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createDraftItem()
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checkCanPlace()
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}
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const onWallMove = (event: WallEvent) => {
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if (isOnWall.current === false) return
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if (!draftItem.current) return
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// Ignore top face and thickness edges
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if (!isValidWallSideFace(event.normal, event.node.start, event.node.end)) return
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event.stopPropagation()
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// Determine side and rotation from normal
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const side = getSideFromNormal(event.normal)
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const rotation = calculateRotationFromNormal(event.normal)
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gridPosition.current.set(
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Math.round(event.localPosition[0] * 2) / 2,
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Math.round(event.localPosition[1] * 2) / 2,
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Math.round(event.localPosition[2] * 2) / 2,
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)
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cursorRef.current.position.set(
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Math.round(event.position[0] * 2) / 2,
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Math.round(event.position[1] * 2) / 2,
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Math.round(event.position[2] * 2) / 2,
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)
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cursorRef.current.rotation.y = rotation
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// Update draft item side and rotation
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draftItem.current.side = side
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draftItem.current.rotation = [0, rotation, 0]
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const canPlace = checkCanPlace()
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if (draftItem.current && canPlace) {
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draftItem.current.position = [
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gridPosition.current.x,
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gridPosition.current.y,
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gridPosition.current.z,
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]
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const draftItemMesh = sceneRegistry.nodes.get(draftItem.current.id)
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if (draftItemMesh) {
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draftItemMesh.position.copy(gridPosition.current)
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draftItemMesh.rotation.y = rotation
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}
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useScene.getState().updateNode(draftItem.current.id, {
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side,
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rotation: [0, rotation, 0],
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})
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useScene.getState().dirtyNodes.add(event.node.id)
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}
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}
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emitter.on('grid:move', onGridMove)
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emitter.on('grid:click', onGridClick)
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emitter.on('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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// Keyboard rotation handlers
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const ROTATION_STEP = Math.PI / 2 // 90 degrees
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const onKeyDown = (event: KeyboardEvent) => {
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if (!draftItem.current) return
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let rotationDelta = 0
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if (event.key === 'r' || event.key === 'R') {
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rotationDelta = ROTATION_STEP // Counter-clockwise
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} else if (event.key === 't' || event.key === 'T') {
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rotationDelta = -ROTATION_STEP // Clockwise
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}
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if (rotationDelta !== 0) {
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event.preventDefault()
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const currentRotation = draftItem.current.rotation
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const newRotationY = (currentRotation[1] ?? 0) + rotationDelta
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draftItem.current.rotation = [currentRotation[0], newRotationY, currentRotation[2]]
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useScene.getState().updateNode(draftItem.current.id, {
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rotation: draftItem.current.rotation,
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})
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// Update cursor rotation to match
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cursorRef.current.rotation.y = newRotationY
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checkCanPlace()
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}
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}
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window.addEventListener('keydown', onKeyDown)
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const setupBoundingBox = () => {
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const boxGeometry = new BoxGeometry(
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selectedItem.dimensions[0],
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selectedItem.dimensions[1],
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selectedItem.dimensions[2],
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)
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boxGeometry.translate(0, selectedItem.dimensions[1] / 2, 0)
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cursorRef.current.geometry = boxGeometry
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}
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setupBoundingBox()
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return () => {
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if (draftItem.current) {
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useScene.getState().deleteNode(draftItem.current.id)
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}
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useScene.temporal.getState().resume()
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emitter.off('grid:move', onGridMove)
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emitter.off('grid:click', onGridClick)
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emitter.off('wall:enter', onWallEnter)
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emitter.off('wall:leave', onWallLeave)
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emitter.off('wall:click', onWallClick)
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emitter.off('wall:move', onWallMove)
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window.removeEventListener('keydown', onKeyDown)
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}
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}, [selectedItem, canPlaceOnFloor, canPlaceOnWall])
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useFrame((_, delta) => {
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if (draftItem.current && !isOnWall.current) {
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const draftItemMesh = sceneRegistry.nodes.get(draftItem.current.id)
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if (draftItemMesh) {
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draftItemMesh.position.lerp(gridPosition.current, delta * 20)
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}
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}
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})
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return (
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<group>
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<mesh ref={cursorRef}>
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<boxGeometry args={[0.1, 0.1, 0.1]} />
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<meshStandardMaterial color="red" wireframe />
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</mesh>
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</group>
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)
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}
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