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- import { create } from "zustand";
- import { v4 as uuidv4 } from "uuid";
- import type {
- EditorState,
- Scene,
- SceneObject,
- ObjectType,
- TransformMode,
- ViewMode,
- } from "./types";
- import {
- createDefaultScene,
- createDefaultObject,
- createDefaultGrass,
- createDefaultAmbientLight,
- createDefaultPlayer,
- createDefaultSceneSettings,
- createDefaultEnvironmentSettings,
- } from "./defaults";
- function saveHistory(state: EditorState): Partial<EditorState> {
- return {
- history: {
- past: [...state.history.past.slice(-49), state.scenes],
- future: [],
- },
- canUndo: true,
- canRedo: false,
- };
- }
- const initialScene = createDefaultScene();
- export const useEditorStore = create<EditorState>((set, get) => ({
- scenes: [initialScene],
- activeSceneId: initialScene.id,
- selectedObjectId: null,
- transformMode: "translate" as TransformMode,
- isPlaying: false,
- isLoading: false,
- viewMode: "first-person" as ViewMode,
- isPromptOpen: false,
- health: 100,
- shield: 50,
- maxHealth: 100,
- maxShield: 100,
- lastDamageTime: null,
- damageCooldown: 0.5,
- history: { past: [], future: [] },
- canUndo: false,
- canRedo: false,
- get activeScene() {
- const state = get();
- return (
- state.scenes.find((s) => s.id === state.activeSceneId) || state.scenes[0]
- );
- },
- get activeSceneObjects() {
- const state = get();
- const scene =
- state.scenes.find((s) => s.id === state.activeSceneId) || state.scenes[0];
- return scene ? scene.objects : [];
- },
- // Scene actions
- createScene: (name = "New Scene") =>
- set((state) => {
- const newSceneId = uuidv4();
- const newScene: Scene = {
- id: newSceneId,
- name,
- description: "",
- isDefault: state.scenes.length === 0,
- objects: [
- createDefaultGrass(),
- createDefaultAmbientLight(),
- createDefaultPlayer(),
- ],
- sceneSettings: createDefaultSceneSettings(),
- environmentSettings: createDefaultEnvironmentSettings(),
- };
- return {
- scenes: [...state.scenes, newScene],
- activeSceneId: newSceneId,
- selectedObjectId: null,
- };
- }),
- deleteScene: (id) =>
- set((state) => {
- if (state.scenes.length <= 1) return state;
- const updated = state.scenes.filter((s) => s.id !== id);
- const deletedWasDefault = state.scenes.find(
- (s) => s.id === id,
- )?.isDefault;
- if (deletedWasDefault && updated[0]) updated[0].isDefault = true;
- return {
- scenes: updated,
- activeSceneId:
- state.activeSceneId === id ? updated[0]!.id : state.activeSceneId,
- selectedObjectId: null,
- };
- }),
- duplicateScene: (id) =>
- set((state) => {
- const src = state.scenes.find((s) => s.id === id);
- if (!src) return state;
- const newId = uuidv4();
- const clone: Scene = {
- ...JSON.parse(JSON.stringify(src)),
- id: newId,
- name: `${src.name} (Copy)`,
- isDefault: false,
- };
- return {
- scenes: [...state.scenes, clone],
- activeSceneId: newId,
- selectedObjectId: null,
- };
- }),
- setActiveScene: (id) =>
- set((state) => {
- if (!state.scenes.some((s) => s.id === id)) return state;
- return { activeSceneId: id, selectedObjectId: null };
- }),
- updateSceneName: (id, name) =>
- set((state) => ({
- scenes: state.scenes.map((s) => (s.id === id ? { ...s, name } : s)),
- })),
- updateSceneDescription: (id, description) =>
- set((state) => ({
- scenes: state.scenes.map((s) =>
- s.id === id ? { ...s, description } : s,
- ),
- })),
- // Object actions
- addObject: (type: ObjectType) =>
- set((state) => {
- const scene = state.scenes.find((s) => s.id === state.activeSceneId);
- if (!scene) return state;
- if (type === "player" && scene.objects.some((o) => o.type === "player"))
- return state;
- const id = uuidv4();
- const newObj = createDefaultObject(type, id, scene.objects.length);
- if (type === "light") {
- const lightCount = scene.objects.filter(
- (o) => o.type === "light",
- ).length;
- if (lightCount === 0) {
- newObj.name = "Ambient Light";
- newObj.intensity = 0.5;
- newObj.position = [0, 3, 0];
- newObj.lightType = "ambient";
- } else if (lightCount === 1) {
- newObj.name = "Directional Light";
- newObj.intensity = 1;
- newObj.position = [10, 10, 10];
- newObj.lightType = "directional";
- } else {
- newObj.name = "Point Light";
- newObj.intensity = 1;
- newObj.distance = 10;
- newObj.lightType = "point";
- }
- }
- const updatedScenes = state.scenes.map((s) =>
- s.id === state.activeSceneId
- ? { ...s, objects: [...s.objects, newObj] }
- : s,
- );
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- selectedObjectId: id,
- };
- }),
- createCustomObject: (type: ObjectType, properties: Partial<SceneObject>) =>
- set((state) => {
- const scene = state.scenes.find((s) => s.id === state.activeSceneId);
- if (!scene) return state;
- if (type === "player" && scene.objects.some((o) => o.type === "player"))
- return state;
- const id = uuidv4();
- const base = createDefaultObject(type, id, scene.objects.length);
- const newObj: SceneObject = {
- ...base,
- ...properties,
- id,
- type,
- material: { ...base.material, ...(properties.material || {}) },
- physics: { ...base.physics, ...(properties.physics || {}) },
- };
- if (type === "light" && properties.lightType) {
- newObj.lightType = properties.lightType;
- if (
- properties.lightType === "ambient" &&
- properties.intensity === undefined
- )
- newObj.intensity = 0.5;
- if (properties.lightType === "spot" && properties.angle === undefined)
- newObj.angle = Math.PI / 3;
- if (
- properties.lightType === "spot" &&
- properties.penumbra === undefined
- )
- newObj.penumbra = 0;
- }
- if (type === "plane") {
- newObj.scale[2] = 1;
- if (!properties.rotation) newObj.rotation = [-Math.PI / 2, 0, 0];
- }
- const updatedScenes = state.scenes.map((s) =>
- s.id === state.activeSceneId
- ? { ...s, objects: [...s.objects, newObj] }
- : s,
- );
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- selectedObjectId: id,
- };
- }),
- removeObject: (id) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) =>
- s.id === state.activeSceneId
- ? { ...s, objects: s.objects.filter((o) => o.id !== id) }
- : s,
- );
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- selectedObjectId:
- state.selectedObjectId === id ? null : state.selectedObjectId,
- };
- }),
- replaceSceneObjects: (objects: SceneObject[]) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) =>
- s.id === state.activeSceneId ? { ...s, objects } : s,
- );
- const selectionStillExists =
- state.selectedObjectId != null &&
- objects.some((o) => o.id === state.selectedObjectId);
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- selectedObjectId: selectionStillExists ? state.selectedObjectId : null,
- };
- }),
- initializePlayer: () =>
- set((state) => {
- const scene = state.scenes.find((s) => s.id === state.activeSceneId);
- if (!scene || scene.objects.some((o) => o.type === "player"))
- return state;
- const player = createDefaultPlayer();
- const updatedScenes = state.scenes.map((s) =>
- s.id === state.activeSceneId
- ? { ...s, objects: [...s.objects, player] }
- : s,
- );
- return { scenes: updatedScenes };
- }),
- // Updates
- selectObject: (id) => set({ selectedObjectId: id }),
- updateObjectTransform: (id, transform) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) => {
- if (o.id !== id) return o;
- const t = { ...transform };
- if (o.type === "plane" && t.scale)
- (t.scale as [number, number, number])[2] = 1;
- return { ...o, ...t };
- }),
- };
- });
- return { scenes: updatedScenes };
- }),
- updateObjectMaterial: (id, material) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) =>
- o.id === id
- ? { ...o, material: { ...o.material, ...material } }
- : o,
- ),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateObjectPhysics: (id, physics) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) =>
- o.id === id ? { ...o, physics: { ...o.physics, ...physics } } : o,
- ),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateCharacter: (id, character) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) =>
- o.id === id
- ? {
- ...o,
- character: { ...(o.character || { role: "" }), ...character },
- }
- : o,
- ),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateSound: (id, soundUpdates) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) => {
- if (o.id !== id) return o;
- const current = o.sound || {
- url: "",
- loop: false,
- volume: 1,
- positional: true,
- distance: 10,
- };
- return { ...o, sound: { ...current, ...soundUpdates } };
- }),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateMedia: (id, mediaUpdates) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) => {
- if (o.id !== id) return o;
- const current = o.media || {
- url: "",
- type: "image",
- loop: false,
- autoplay: false,
- muted: true,
- };
- return { ...o, media: { ...current, ...mediaUpdates } };
- }),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateDamage: (id, damageUpdates) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) => {
- if (o.id !== id) return o;
- const current = o.damage || { amount: 0, enabled: false };
- return { ...o, damage: { ...current, ...damageUpdates } };
- }),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateSceneSettings: (settings) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- sceneSettings: {
- ...s.sceneSettings,
- ...settings,
- grid: { ...s.sceneSettings.grid, ...(settings.grid || {}) },
- fog: { ...s.sceneSettings.fog, ...(settings.fog || {}) },
- },
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateEnvironmentSettings: (settings) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- environmentSettings: { ...s.environmentSettings, ...settings },
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- updateObjectGeneral: (id, updates) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) => {
- if (o.id !== id) return o;
- if (o.type === "plane" && updates.scale) updates.scale[2] = 1;
- return { ...o, ...updates };
- }),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- toggleObjectVisibility: (id) =>
- set((state) => {
- const updatedScenes = state.scenes.map((s) => {
- if (s.id !== state.activeSceneId) return s;
- return {
- ...s,
- objects: s.objects.map((o) =>
- o.id === id ? { ...o, visible: !o.visible } : o,
- ),
- };
- });
- return {
- ...saveHistory({ ...state, scenes: updatedScenes }),
- scenes: updatedScenes,
- };
- }),
- // UI state
- setTransformMode: (mode) => set({ transformMode: mode }),
- setIsPlaying: (playing) =>
- set((state) => ({
- isPlaying: playing,
- selectedObjectId: playing ? null : state.selectedObjectId,
- health: playing ? state.maxHealth : state.health,
- shield: playing ? state.maxShield : state.shield,
- isPromptOpen: playing ? false : state.isPromptOpen,
- })),
- setIsLoading: (loading) => set({ isLoading: loading }),
- setViewMode: (mode) => set({ viewMode: mode }),
- setIsPromptOpen: (open) => set({ isPromptOpen: open }),
- // History
- saveToHistory: () => set((state) => saveHistory(state)),
- undo: () =>
- set((state) => {
- if (state.history.past.length === 0) return state;
- const prev = state.history.past[state.history.past.length - 1]!;
- return {
- scenes: prev,
- history: {
- past: state.history.past.slice(0, -1),
- future: [state.scenes, ...state.history.future],
- },
- canUndo: state.history.past.length > 1,
- canRedo: true,
- };
- }),
- redo: () =>
- set((state) => {
- if (state.history.future.length === 0) return state;
- const next = state.history.future[0]!;
- return {
- scenes: next,
- history: {
- past: [...state.history.past, state.scenes],
- future: state.history.future.slice(1),
- },
- canUndo: true,
- canRedo: state.history.future.length > 1,
- };
- }),
- // Health
- setHealth: (health) =>
- set((state) => ({
- health: Math.max(0, Math.min(health, state.maxHealth)),
- })),
- setShield: (shield) =>
- set((state) => ({
- shield: Math.max(0, Math.min(shield, state.maxShield)),
- })),
- takeDamage: (amount) =>
- set((state) => {
- const now = Date.now();
- if (
- state.lastDamageTime &&
- now - state.lastDamageTime < state.damageCooldown * 1000
- )
- return state;
- let remainingShield = state.shield;
- let remainingHealth = state.health;
- let remaining = amount;
- if (remainingShield > 0) {
- if (remainingShield >= remaining) {
- remainingShield -= remaining;
- remaining = 0;
- } else {
- remaining -= remainingShield;
- remainingShield = 0;
- }
- }
- if (remaining > 0)
- remainingHealth = Math.max(0, remainingHealth - remaining);
- return {
- shield: remainingShield,
- health: remainingHealth,
- lastDamageTime: now,
- };
- }),
- }));
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