refactor: Enhance Point component with drag functionality and update state management in aisle store
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@@ -2,11 +2,19 @@ import * as THREE from 'three';
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import * as Constants from '../../../types/world/worldConstants';
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import { useRef, useState, useEffect, useMemo } from 'react';
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import { useToolMode } from '../../../store/builder/store';
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import { DragControls } from '@react-three/drei';
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import { useAisleStore } from '../../../store/builder/useAisleStore';
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import { useThree } from '@react-three/fiber';
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import { useBuilderStore } from '../../../store/builder/useBuilderStore';
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function Point({ point, userData }: { readonly point: Point, readonly userData: any }) {
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const materialRef = useRef<THREE.ShaderMaterial>(null);
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const { raycaster, camera, scene, pointer } = useThree();
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const plane = useMemo(() => new THREE.Plane(new THREE.Vector3(0, 1, 0), 0), []);
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const [isHovered, setIsHovered] = useState(false);
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const { toolMode } = useToolMode();
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const { setPosition } = useAisleStore();
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const { hoveredPoint, setHoveredPoint } = useBuilderStore();
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const boxScale: [number, number, number] = Constants.pointConfig.boxScale;
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const defaultInnerColor = Constants.pointConfig.defaultInnerColor;
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@@ -29,48 +37,91 @@ function Point({ point, userData }: { readonly point: Point, readonly userData:
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uInnerColor: { value: new THREE.Color(defaultInnerColor) },
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}), [borderColor, defaultInnerColor]);
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const handleDrag = (point: Point) => {
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if (toolMode === 'move' && isHovered) {
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raycaster.setFromCamera(pointer, camera);
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const intersectionPoint = new THREE.Vector3();
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const position = raycaster.ray.intersectPlane(plane, intersectionPoint);
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if (userData.pointType === 'Aisle') {
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if (position) {
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setPosition(point.uuid, [position.x, position.y, position.z]);
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}
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}
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}
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}
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const handleDragEnd = (point: Point) => {
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console.log('point: ', point);
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}
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useEffect(() => {
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if (hoveredPoint && hoveredPoint.uuid !== point.uuid) {
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setIsHovered(false);
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}
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}, [hoveredPoint])
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if (!point) {
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return null;
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}
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return (
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<mesh
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uuid={point.uuid}
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position={new THREE.Vector3(...point.position)}
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onPointerOver={() => setIsHovered(true)}
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onPointerOut={() => setIsHovered(false)}
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userData={userData}
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<DragControls
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axisLock='y'
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autoTransform={false}
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onDrag={() => { handleDrag(point) }}
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onDragEnd={() => { handleDragEnd(point) }}
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>
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<boxGeometry args={boxScale} />
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<shaderMaterial
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ref={materialRef}
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uniforms={uniforms}
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vertexShader={`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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<mesh
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uuid={point.uuid}
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position={new THREE.Vector3(...point.position)}
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onPointerOver={() => {
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if (!hoveredPoint) {
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setHoveredPoint(point);
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setIsHovered(true)
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}
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`}
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fragmentShader={`
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varying vec2 vUv;
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uniform vec3 uColor;
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uniform vec3 uInnerColor;
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void main() {
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// Define the size of the white square as a proportion of the face
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float borderThickness = 0.2; // Adjust this value for border thickness
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if (vUv.x > borderThickness && vUv.x < 1.0 - borderThickness &&
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vUv.y > borderThickness && vUv.y < 1.0 - borderThickness) {
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gl_FragColor = vec4(uInnerColor, 1.0); // Inner square
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} else {
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gl_FragColor = vec4(uColor, 1.0); // Border
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}
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}}
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onPointerOut={() => {
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if (hoveredPoint && hoveredPoint.uuid === point.uuid) {
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setHoveredPoint(null);
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}
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`}
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/>
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</mesh>
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setIsHovered(false)
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}}
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userData={userData}
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>
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<boxGeometry args={boxScale} />
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<shaderMaterial
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ref={materialRef}
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uniforms={uniforms}
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vertexShader={
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`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`
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}
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fragmentShader={
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`
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varying vec2 vUv;
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uniform vec3 uColor;
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uniform vec3 uInnerColor;
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void main() {
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// Define the size of the white square as a proportion of the face
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float borderThickness = 0.2; // Adjust this value for border thickness
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if (vUv.x > borderThickness && vUv.x < 1.0 - borderThickness && vUv.y > borderThickness && vUv.y < 1.0 - borderThickness) {
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gl_FragColor = vec4(uInnerColor, 1.0); // Inner square
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} else {
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gl_FragColor = vec4(uColor, 1.0); // Border
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}
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}
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`
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}
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/>
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</mesh>
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</DragControls>
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);
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}
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