Add decal management functionality and refactor wall components
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@@ -13,12 +13,13 @@ import { useWallClassification } from './helpers/useWallClassification';
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import { useToggleView, useWallVisibility } from '../../../../../store/builder/store';
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import { useBuilderStore } from '../../../../../store/builder/useBuilderStore';
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import * as Constants from '../../../../../types/world/worldConstants';
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import DecalInstance from '../../../Decal/decalInstance';
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function Wall({ wall }: { readonly wall: Wall }) {
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const { wallStore } = useSceneContext();
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const { walls } = wallStore();
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const { walls, addDecal } = wallStore();
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const { selectedWall, setSelectedWall, setSelectedDecal } = useBuilderStore();
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const { togglView } = useToggleView();
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const { setSelectedWall } = useBuilderStore();
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const { activeModule } = useModuleStore();
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const { camera } = useThree();
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const { wallVisibility } = useWallVisibility();
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@@ -112,25 +113,6 @@ function Wall({ wall }: { readonly wall: Wall }) {
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{materials.map((material, index) => (
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<primitive key={index} visible={visible} object={material} attach={`material-${index}`} />
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))}
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{wall.decals.map((decal) => {
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return (
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<Decal
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// debug
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position={[decal.decalPosition[0], decal.decalPosition[1], wall.wallThickness / 2]}
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rotation={[0, 0, decal.decalRotation]}
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scale={[decal.decalScale, decal.decalScale, 0.001]}
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userData={decal}
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>
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<meshBasicMaterial
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map={material1WallTexture}
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side={THREE.DoubleSide}
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polygonOffset
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polygonOffsetFactor={-1}
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/>
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</Decal>
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)
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})}
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</Base>
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<mesh
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castShadow
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@@ -138,15 +120,39 @@ function Wall({ wall }: { readonly wall: Wall }) {
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position={[centerX, centerY, centerZ]}
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rotation={[0, -angle, 0]}
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userData={wall}
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name={`WallRaycastReference_${wall.wallUuid}`}
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name={`WallReference_${wall.wallUuid}`}
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onClick={(e) => {
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if (visible && !togglView && activeModule === 'builder') {
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setSelectedWall(e.object)
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if (e.object.userData.wallUuid) {
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setSelectedWall(e.object);
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setSelectedDecal(null);
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if (wall.decals.length > 0) return;
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const decal: Decal = {
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decalUuid: THREE.MathUtils.generateUUID(),
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decalName: 'Decal',
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decalId: 'Default Decal',
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decalPosition: [0, 0, wall.wallThickness / 2 + 0.001],
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decalRotation: 0,
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decalScale: 1,
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decalType: { type: 'Wall', wallUuid: wall.wallUuid }
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}
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addDecal(wall.wallUuid, decal);
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}
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}
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}}
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onPointerMissed={() => {
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if (selectedWall && selectedWall.userData.wallUuid === wall.wallUuid) {
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setSelectedWall(null);
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}
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}}
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onPointerMissed={() => { setSelectedWall(null) }}
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>
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<MeshDiscardMaterial />
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{wall.decals.map((decal) => (
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<DecalInstance visible={visible} key={decal.decalUuid} decal={decal} />
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))}
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</mesh>
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</mesh>
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);
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