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https://github.com/duckietm/Nitro-V3.git
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Add real-time 3D preview to floor plan editor
Redesign the floor plan editor with side-by-side layout featuring: - Real-time isometric 3D preview that updates as tiles are drawn - Vertical height gradient selector with COLORMAP colors - Area counter showing total and walkable tile counts - Zoom controls (+/-) on the 2D canvas - Simplified single-row toolbar - Wall height control in the preview panel Co-Authored-By: medievalshell <medievalshell@users.noreply.github.com>
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import { FC, useEffect, useRef } from 'react';
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import { COLORMAP, HEIGHT_SCHEME, FloorplanEditor } from '@nitrots/nitro-renderer';
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import { useFloorplanEditorContext } from '../FloorplanEditorContext';
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const colormap = COLORMAP as Record<string, string>;
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const PREVIEW_TILE_W = 16;
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const PREVIEW_TILE_H = 8;
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const PREVIEW_BLOCK_H = 5;
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const WALL_HEIGHT_PX = 40;
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const WALL_COLOR = '#6B7B5E';
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const WALL_SIDE_COLOR = '#5A6A4F';
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const WALL_TOP_COLOR = '#7D8E6F';
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function hexToRgb(hex: string): [number, number, number]
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{
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const r = parseInt(hex.substring(0, 2), 16);
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const g = parseInt(hex.substring(2, 4), 16);
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const b = parseInt(hex.substring(4, 6), 16);
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return [ r, g, b ];
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}
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function rgbToHex(r: number, g: number, b: number): string
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{
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return `#${ ((1 << 24) + (r << 16) + (g << 8) + b).toString(16).slice(1) }`;
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}
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function darken(hex: string, factor: number): string
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{
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const [ r, g, b ] = hexToRgb(hex);
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return rgbToHex(
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Math.floor(r * factor),
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Math.floor(g * factor),
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Math.floor(b * factor)
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);
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}
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function getTilemapBounds(tilemap: any[][]): { minX: number; minY: number; maxX: number; maxY: number }
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{
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let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;
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for(let y = 0; y < tilemap.length; y++)
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{
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if(!tilemap[y]) continue;
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for(let x = 0; x < tilemap[y].length; x++)
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{
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if(!tilemap[y][x] || tilemap[y][x].height === 'x') continue;
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if(x < minX) minX = x;
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if(x > maxX) maxX = x;
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if(y < minY) minY = y;
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if(y > maxY) maxY = y;
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}
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}
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if(minX === Infinity) return { minX: 0, minY: 0, maxX: 0, maxY: 0 };
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return { minX, minY, maxX, maxY };
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}
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function renderPreview(canvas: HTMLCanvasElement, wallHeight: number): void
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{
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const ctx = canvas.getContext('2d');
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const tilemap = FloorplanEditor.instance.tilemap;
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if(!ctx || !tilemap || tilemap.length === 0)
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{
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if(ctx)
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{
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ctx.fillStyle = '#1a1a1a';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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}
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return;
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}
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const bounds = getTilemapBounds(tilemap);
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const tilesW = bounds.maxX - bounds.minX + 1;
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const tilesH = bounds.maxY - bounds.minY + 1;
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// find max height for offset calculation
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let maxTileHeight = 0;
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for(let y = bounds.minY; y <= bounds.maxY; y++)
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{
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for(let x = bounds.minX; x <= bounds.maxX; x++)
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{
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if(!tilemap[y] || !tilemap[y][x] || tilemap[y][x].height === 'x') continue;
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const hi = HEIGHT_SCHEME.indexOf(tilemap[y][x].height) - 1;
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if(hi > maxTileHeight) maxTileHeight = hi;
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}
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}
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// calculate isometric bounds
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const isoW = (tilesW + tilesH) * PREVIEW_TILE_W;
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const isoH = (tilesW + tilesH) * PREVIEW_TILE_H + maxTileHeight * PREVIEW_BLOCK_H + WALL_HEIGHT_PX;
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// scale to fit canvas
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const scaleX = (canvas.width - 20) / isoW;
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const scaleY = (canvas.height - 20) / isoH;
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const scale = Math.min(scaleX, scaleY, 3);
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const offsetX = (canvas.width - isoW * scale) / 2;
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const offsetY = (canvas.height - isoH * scale) / 2 + WALL_HEIGHT_PX * scale * 0.5;
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ctx.fillStyle = '#1a1a1a';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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ctx.save();
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ctx.translate(offsetX, offsetY);
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ctx.scale(scale, scale);
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const tw = PREVIEW_TILE_W;
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const th = PREVIEW_TILE_H;
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function isoX(gx: number, gy: number): number
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{
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return (gx - bounds.minX - gy + bounds.minY) * tw + (tilesH - 1) * tw;
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}
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function isoY(gx: number, gy: number): number
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{
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return (gx - bounds.minX + gy - bounds.minY) * th;
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}
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function hasActiveTile(gx: number, gy: number): boolean
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{
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return tilemap[gy] && tilemap[gy][gx] && tilemap[gy][gx].height !== 'x';
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}
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function getTileHeight(gx: number, gy: number): number
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{
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if(!hasActiveTile(gx, gy)) return 0;
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return Math.max(0, HEIGHT_SCHEME.indexOf(tilemap[gy][gx].height) - 1);
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}
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// draw walls on north and west edges
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const wallH = wallHeight > 0 ? wallHeight * PREVIEW_BLOCK_H + WALL_HEIGHT_PX * 0.3 : WALL_HEIGHT_PX * 0.6;
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for(let y = bounds.minY; y <= bounds.maxY; y++)
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{
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for(let x = bounds.minX; x <= bounds.maxX; x++)
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{
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if(!hasActiveTile(x, y)) continue;
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const tileH = getTileHeight(x, y) * PREVIEW_BLOCK_H;
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const cx = isoX(x, y);
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const cy = isoY(x, y) - tileH;
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// west wall (no tile to the left)
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if(!hasActiveTile(x - 1, y))
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{
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ctx.beginPath();
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ctx.moveTo(cx, cy + th);
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ctx.lineTo(cx, cy + th - wallH);
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ctx.lineTo(cx + tw, cy - wallH);
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ctx.lineTo(cx + tw, cy);
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ctx.closePath();
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ctx.fillStyle = WALL_SIDE_COLOR;
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ctx.fill();
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ctx.strokeStyle = '#4A5A3F';
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ctx.lineWidth = 0.5;
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ctx.stroke();
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}
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// north wall (no tile above)
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if(!hasActiveTile(x, y - 1))
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{
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ctx.beginPath();
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ctx.moveTo(cx + tw, cy);
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ctx.lineTo(cx + tw, cy - wallH);
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ctx.lineTo(cx + tw * 2, cy + th - wallH);
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ctx.lineTo(cx + tw * 2, cy + th);
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ctx.closePath();
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ctx.fillStyle = WALL_COLOR;
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ctx.fill();
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ctx.strokeStyle = '#4A5A3F';
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ctx.lineWidth = 0.5;
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ctx.stroke();
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}
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// wall top cap - corner
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if(!hasActiveTile(x - 1, y) && !hasActiveTile(x, y - 1))
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{
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ctx.beginPath();
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ctx.moveTo(cx + tw, cy - wallH);
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ctx.lineTo(cx + tw + tw * 0.3, cy - wallH - th * 0.3);
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ctx.lineTo(cx + tw, cy - wallH - th * 0.6);
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ctx.lineTo(cx + tw - tw * 0.3, cy - wallH - th * 0.3);
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ctx.closePath();
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ctx.fillStyle = WALL_TOP_COLOR;
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ctx.fill();
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}
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}
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}
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// draw tiles back-to-front
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for(let y = bounds.minY; y <= bounds.maxY; y++)
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{
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for(let x = bounds.minX; x <= bounds.maxX; x++)
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{
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if(!hasActiveTile(x, y)) continue;
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const tile = tilemap[y][x];
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const heightIndex = HEIGHT_SCHEME.indexOf(tile.height) - 1;
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const tileH = Math.max(0, heightIndex) * PREVIEW_BLOCK_H;
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const cx = isoX(x, y);
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const cy = isoY(x, y) - tileH;
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const heightChar = tile.height;
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const baseColor = colormap[heightChar] || 'aaaaaa';
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const topColor = `#${ baseColor }`;
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const leftColor = darken(baseColor, 0.65);
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const rightColor = darken(baseColor, 0.80);
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// draw side faces if tile has height
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const blockH = Math.max(0, heightIndex) * PREVIEW_BLOCK_H;
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// left face (visible when no neighbor to south or neighbor is shorter)
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const southH = getTileHeight(x, y + 1);
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const leftExpose = hasActiveTile(x, y + 1) ? Math.max(0, heightIndex - southH) * PREVIEW_BLOCK_H : blockH + PREVIEW_BLOCK_H;
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if(leftExpose > 0)
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{
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ctx.beginPath();
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ctx.moveTo(cx, cy + th);
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ctx.lineTo(cx + tw, cy + th * 2);
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ctx.lineTo(cx + tw, cy + th * 2 + leftExpose);
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ctx.lineTo(cx, cy + th + leftExpose);
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ctx.closePath();
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ctx.fillStyle = leftColor;
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ctx.fill();
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}
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// right face
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const eastH = getTileHeight(x + 1, y);
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const rightExpose = hasActiveTile(x + 1, y) ? Math.max(0, heightIndex - eastH) * PREVIEW_BLOCK_H : blockH + PREVIEW_BLOCK_H;
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if(rightExpose > 0)
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{
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ctx.beginPath();
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ctx.moveTo(cx + tw * 2, cy + th);
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ctx.lineTo(cx + tw, cy + th * 2);
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ctx.lineTo(cx + tw, cy + th * 2 + rightExpose);
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ctx.lineTo(cx + tw * 2, cy + th + rightExpose);
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ctx.closePath();
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ctx.fillStyle = rightColor;
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ctx.fill();
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}
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// top face
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ctx.beginPath();
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ctx.moveTo(cx + tw, cy);
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ctx.lineTo(cx + tw * 2, cy + th);
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ctx.lineTo(cx + tw, cy + th * 2);
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ctx.lineTo(cx, cy + th);
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ctx.closePath();
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ctx.fillStyle = topColor;
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ctx.fill();
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// door indicator
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const door = FloorplanEditor.instance.doorLocation;
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if(door.x === x && door.y === y)
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{
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ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
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ctx.fill();
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ctx.strokeStyle = '#ffffff';
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ctx.lineWidth = 1;
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ctx.stroke();
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}
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}
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}
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ctx.restore();
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}
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export const FloorplanPreviewView: FC<{}> = () =>
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{
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const { tilemapVersion, visualizationSettings } = useFloorplanEditorContext();
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const rafRef = useRef<number>(0);
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useEffect(() =>
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{
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if(!canvasRef.current) return;
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if(rafRef.current) cancelAnimationFrame(rafRef.current);
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rafRef.current = requestAnimationFrame(() =>
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{
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const canvas = canvasRef.current;
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if(!canvas) return;
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const parent = canvas.parentElement;
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if(parent)
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{
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canvas.width = parent.clientWidth;
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canvas.height = parent.clientHeight;
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}
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renderPreview(canvas, visualizationSettings?.wallHeight ?? 0);
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});
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return () =>
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{
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if(rafRef.current) cancelAnimationFrame(rafRef.current);
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};
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}, [ tilemapVersion, visualizationSettings?.wallHeight ]);
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return (
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<div className="flex-1 relative rounded overflow-hidden border-2 border-muted" style={ { minHeight: 200, backgroundColor: '#1a1a1a' } }>
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<canvas
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ref={ canvasRef }
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className="w-full h-full"
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/>
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</div>
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);
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};
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