Feature: Implement command to apply spline road to terrain
This commit is contained in:
170
src/commands/apply-spline-road-to-terrain-command.ts
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170
src/commands/apply-spline-road-to-terrain-command.ts
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import { createOpaqueId } from "../core/ids";
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import { cloneEditorSelection, type EditorSelection } from "../core/selection";
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import type { ToolMode } from "../core/tool-mode";
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import {
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cloneTerrain,
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ensureTerrainMaterialLayer,
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getTerrains,
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type Terrain
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} from "../document/terrains";
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import { createSplineRoadTerrainPatch } from "../geometry/spline-road-terrain";
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import {
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applyTerrainBrushPatchToDocument,
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isTerrainBrushPatchEmpty
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} from "./apply-terrain-brush-patch-command";
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import type { CommandContext, EditorCommand } from "./command";
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interface ApplySplineRoadToTerrainCommandOptions {
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pathId: string;
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label?: string;
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}
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interface AppliedTerrainRoad {
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terrainId: string;
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before: Terrain;
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after: Terrain;
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}
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function setPathSelection(pathId: string): EditorSelection {
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return {
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kind: "paths",
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ids: [pathId]
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};
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}
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function applyTerrains(
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context: CommandContext,
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appliedTerrains: readonly AppliedTerrainRoad[],
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direction: "forward" | "backward"
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) {
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const currentDocument = context.getDocument();
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const nextTerrains = { ...currentDocument.terrains };
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for (const appliedTerrain of appliedTerrains) {
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nextTerrains[appliedTerrain.terrainId] = cloneTerrain(
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direction === "forward" ? appliedTerrain.after : appliedTerrain.before
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);
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}
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context.setDocument({
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...currentDocument,
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terrains: nextTerrains
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});
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}
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function createAppliedTerrainRoads(
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document: ReturnType<CommandContext["getDocument"]>,
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pathId: string
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): AppliedTerrainRoad[] {
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const path = document.paths[pathId];
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if (path === undefined) {
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throw new Error(`Path ${pathId} does not exist.`);
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}
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const appliedTerrains: AppliedTerrainRoad[] = [];
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for (const terrain of getTerrains(document.terrains)) {
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if (!terrain.enabled) {
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continue;
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}
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const before = cloneTerrain(terrain);
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const terrainWithMaterialLayer =
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path.road.materialId === null
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? terrain
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: ensureTerrainMaterialLayer(terrain, path.road.materialId).terrain;
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let tempDocument = {
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...document,
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terrains: {
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...document.terrains,
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[terrain.id]: cloneTerrain(terrainWithMaterialLayer)
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}
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};
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const patch = createSplineRoadTerrainPatch({
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path,
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terrain: tempDocument.terrains[terrain.id]!
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});
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if (patch === null || isTerrainBrushPatchEmpty(patch)) {
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continue;
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}
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tempDocument = applyTerrainBrushPatchToDocument(
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tempDocument,
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patch,
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"forward"
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);
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appliedTerrains.push({
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terrainId: terrain.id,
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before,
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after: cloneTerrain(tempDocument.terrains[terrain.id]!)
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});
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}
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return appliedTerrains;
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}
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export function createApplySplineRoadToTerrainCommand(
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options: ApplySplineRoadToTerrainCommandOptions
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): EditorCommand {
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let appliedTerrains: AppliedTerrainRoad[] | null = null;
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let previousSelection: EditorSelection | null = null;
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let previousToolMode: ToolMode | null = null;
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return {
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id: createOpaqueId("command"),
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label: options.label ?? "Apply spline road to terrain",
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execute(context) {
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const currentDocument = context.getDocument();
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const path = currentDocument.paths[options.pathId];
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if (path === undefined) {
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throw new Error(`Path ${options.pathId} does not exist.`);
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}
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if (!path.road.enabled) {
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throw new Error("Enable road preview before applying it to terrain.");
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}
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if (previousSelection === null) {
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previousSelection = cloneEditorSelection(context.getSelection());
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}
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if (previousToolMode === null) {
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previousToolMode = context.getToolMode();
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}
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if (appliedTerrains === null) {
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appliedTerrains = createAppliedTerrainRoads(
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currentDocument,
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options.pathId
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);
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}
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if (appliedTerrains.length === 0) {
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throw new Error("The spline road did not affect any enabled terrain.");
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}
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applyTerrains(context, appliedTerrains, "forward");
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context.setSelection(setPathSelection(options.pathId));
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context.setToolMode("select");
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},
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undo(context) {
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if (appliedTerrains === null) {
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return;
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}
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applyTerrains(context, appliedTerrains, "backward");
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if (previousSelection !== null) {
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context.setSelection(previousSelection);
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}
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if (previousToolMode !== null) {
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context.setToolMode(previousToolMode);
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}
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}
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};
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}
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