Feat: Implement applying spline road to terrain
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@@ -28,6 +28,7 @@ import { createImportAudioAssetCommand } from "../commands/import-audio-asset-co
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import { createImportBackgroundImageAssetCommand } from "../commands/import-background-image-asset-command";
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import { createImportBackgroundImageAssetCommand } from "../commands/import-background-image-asset-command";
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import { createImportModelAssetCommand } from "../commands/import-model-asset-command";
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import { createImportModelAssetCommand } from "../commands/import-model-asset-command";
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import { createAddPathPointCommand } from "../commands/add-path-point-command";
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import { createAddPathPointCommand } from "../commands/add-path-point-command";
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import { createApplySplineRoadToTerrainCommand } from "../commands/apply-spline-road-to-terrain-command";
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import { createDeletePathCommand } from "../commands/delete-path-command";
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import { createDeletePathCommand } from "../commands/delete-path-command";
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import { createDeletePathPointCommand } from "../commands/delete-path-point-command";
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import { createDeletePathPointCommand } from "../commands/delete-path-point-command";
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import { createDeletePathPointsCommand } from "../commands/delete-path-points-command";
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import { createDeletePathPointsCommand } from "../commands/delete-path-points-command";
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@@ -9740,6 +9741,24 @@ export function App({
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}
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}
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};
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};
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const handleApplyPathRoadToTerrain = () => {
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if (selectedPath === null) {
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setStatusMessage("Select a path before applying its road to terrain.");
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return;
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}
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try {
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store.executeCommand(
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createApplySplineRoadToTerrainCommand({
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pathId: selectedPath.id
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})
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);
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setStatusMessage("Applied Path road to terrain.");
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} catch (error) {
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setStatusMessage(getErrorMessage(error));
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}
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};
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const handlePathPointDraftChange = (
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const handlePathPointDraftChange = (
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pointIndex: number,
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pointIndex: number,
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axis: keyof Vec3Draft,
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axis: keyof Vec3Draft,
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@@ -22147,10 +22166,23 @@ export function App({
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))}
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))}
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</select>
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</select>
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</label>
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</label>
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<div className="inline-actions">
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<button
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className="toolbar__button"
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data-testid="apply-path-road-to-terrain"
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type="button"
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disabled={!selectedPath.road.enabled}
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onClick={handleApplyPathRoadToTerrain}
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>
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Apply Road to Terrain
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</button>
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</div>
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<div className="material-summary">
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<div className="material-summary">
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Road preview draws a temporary corridor along the resolved
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Road preview draws a temporary corridor along the resolved
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spline. Width affects the visible strip; shoulder and
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spline. Applying it patches terrain heights, terrain paint
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falloff are stored for the terrain-apply command next.
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weights when the material already exists on a terrain
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layer, and foliage blocker masks. It does not generate a
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road mesh yet.
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</div>
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</div>
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</div>
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</div>
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119
src/commands/apply-spline-road-to-terrain-command.ts
Normal file
119
src/commands/apply-spline-road-to-terrain-command.ts
Normal file
@@ -0,0 +1,119 @@
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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 { TerrainBrushPatch } from "../core/terrain-brush";
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import type { ToolMode } from "../core/tool-mode";
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import { getTerrains } from "../document/terrains";
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import { createSplineRoadTerrainPatches } 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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function clonePatch(patch: TerrainBrushPatch): TerrainBrushPatch {
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return {
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terrainId: patch.terrainId,
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heightSamples: patch.heightSamples.map((entry) => ({ ...entry })),
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paintWeights: patch.paintWeights.map((entry) => ({ ...entry })),
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foliageMaskValues: patch.foliageMaskValues.map((entry) => ({ ...entry })),
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foliageBlockerMaskValues: patch.foliageBlockerMaskValues.map((entry) => ({
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...entry
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}))
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};
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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 applyPatches(
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context: CommandContext,
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patches: readonly TerrainBrushPatch[],
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direction: "forward" | "backward"
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) {
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let nextDocument = context.getDocument();
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for (const patch of patches) {
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nextDocument = applyTerrainBrushPatchToDocument(
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nextDocument,
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patch,
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direction
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);
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}
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context.setDocument(nextDocument);
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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 patches: TerrainBrushPatch[] | 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 (patches === null) {
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patches = createSplineRoadTerrainPatches({
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path,
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terrains: getTerrains(currentDocument.terrains)
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})
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.filter((patch) => !isTerrainBrushPatchEmpty(patch))
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.map(clonePatch);
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}
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if (patches.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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applyPatches(context, patches, "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 (patches === null) {
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return;
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}
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applyPatches(context, [...patches].reverse(), "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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