item: fix 2D move — floor items stay parented to the level

Two related bugs caused floor items to disappear mid-2D-drag:

1. `startLevelId` did `parent.parentId` unconditionally for non-wall
   parents — so for a floor item parented directly to the level (the
   canonical convention from `use-placement-coordinator`), it returned
   `level.parentId = building.id`. `findContainingSurface` then iterated
   the building's children (levels, not slabs) and the fallback
   `parentId: startLevelId` reparented the item to the building. Now we
   walk the parent chain until we hit a `level` and short-circuit on
   `parent.type === 'level'`.

2. `buildSurfaceItemSession` reparented floor items to a slab when the
   cursor was over one. Slabs don't carry a `children` field on their
   schema (only ceilings + level do), so `updateNodesAction`'s reparent
   logic operated on `undefined.children` — the item dropped out of the
   level→children DFS the floor-plan layer walks, and the polygon
   stopped rendering mid-drag. Split into `buildFloorItemSession`
   (always parents to the level, just updates position) and a
   ceiling-only `buildSurfaceItemSession`. `findContainingSurface`
   narrows to `'ceiling'` as the only valid target.

Matches the 3D `detachItemSurfaceToFloor` convention: floor items live
as level children, not slab children.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Wassim SAMAD
2026-05-19 15:12:15 -04:00
co-authored by Claude Opus 4.7
parent 0dee7747d2
commit 0540692bd5
+256
View File
@@ -0,0 +1,256 @@
import {
type AnyNode,
type AnyNodeId,
type CeilingNode,
type FloorplanMoveTarget,
type FloorplanMoveTargetSession,
getScaledDimensions,
type ItemNode,
useScene,
} from '@pascal-app/core'
import { snapPointToGrid, type WallPlanPoint } from '@pascal-app/editor'
import { findClosestWallInPlan } from '../shared/wall-attach-target'
/**
* 2D floor-plan move handler for item. Branches on `asset.attachTo`:
*
* - `'wall'` / `'wall-side'`: pointer snaps to nearest wall (same
* math as door / window via `findClosestWallInPlan`). Position
* local-X is snapped to 0.5m grid; the wall-local Y carries over
* from the source position (2D has no vertical signal).
* - `'ceiling'`: pointer is point-in-polygon-tested against every
* ceiling on the level. If hit, the item reparents to that
* ceiling at the snapped local plan position.
* - undefined (floor): pointer is point-in-polygon-tested against
* every slab on the level. If hit, the item reparents to that
* slab; otherwise it stays parented to the level (free-floating)
* at the snapped plan position.
*
* Skipped vs the 3D `MoveItemContent` for now: attachTo *transitions*
* (drop a wall lamp on a ceiling and have it switch to ceiling-attach).
* The 3D path remains canonical for that — 2D only re-anchors within
* the item's current attach family.
*/
const GRID_STEP = 0.5
export const itemFloorplanMoveTarget: FloorplanMoveTarget<ItemNode> = ({ node }) => {
const attachTo = node.asset.attachTo
const startLevelId: AnyNodeId | null = (() => {
// Walk to the owning level depending on the item's current parent:
// - wall / ceiling parent → parent.parentId is the level
// - level parent (floor items) → parent.id IS the level
// - item / shelf parent → walk up until we hit a level
// Without the `parent.type === 'level'` short-circuit, floor items
// (whose immediate parent is the level itself) get `level.parentId`,
// which is the *building* — `findContainingSurface` would then
// iterate the building's children (levels, not slabs) and the
// fallback `parentId: startLevelId` would reparent the item to the
// building. The item drops out of the level→children DFS the floor
// plan walks and disappears mid-drag.
const nodes = useScene.getState().nodes
let current = nodes[node.parentId as AnyNodeId]
while (current) {
if (current.type === 'level') return current.id as AnyNodeId
if (!current.parentId) return null
current = nodes[current.parentId as AnyNodeId]
}
return null
})()
if (attachTo === 'wall' || attachTo === 'wall-side') {
return buildWallItemSession(node, startLevelId)
}
if (attachTo === 'ceiling') {
return buildSurfaceItemSession(node, startLevelId, 'ceiling')
}
return buildFloorItemSession(node, startLevelId)
}
function buildWallItemSession(
node: ItemNode,
startLevelId: AnyNodeId | null,
): FloorplanMoveTargetSession {
// Wall items use the same local-X snap pipeline as doors / windows.
// local-Y carries over from the source item's position (2D can't
// express vertical movement).
const startLocalY = node.position[1]
return {
affectedIds: [node.id as AnyNodeId],
apply({ planPoint, modifiers }) {
const nodes = useScene.getState().nodes
const hit = findClosestWallInPlan(planPoint, nodes, startLevelId)
if (!hit) return
const snappedLocalX = modifiers.shiftKey
? hit.localX
: Math.round(hit.localX / GRID_STEP) * GRID_STEP
const [width] = getScaledDimensions(node)
const halfW = width / 2
const clampedX = Math.max(halfW, Math.min(hit.wallLength - halfW, snappedLocalX))
useScene.getState().updateNodes([
{
id: node.id as AnyNodeId,
data: {
position: [clampedX, startLocalY, 0],
rotation: [0, hit.itemRotation, 0],
side: hit.side,
parentId: hit.wall.id,
},
},
])
},
canCommit() {
const live = useScene.getState().nodes[node.id as AnyNodeId] as ItemNode | undefined
return !!live && live.type === 'item' && !!live.parentId
},
}
}
/**
* Floor items live as level children — the slab is *not* a parent (slabs
* have no `children` field; only ceilings and the level itself do).
* Reparenting a floor item to a slab corrupts the parent-children
* bookkeeping and the item drops out of the level→children DFS the
* floor-plan layer walks → the polygon stops rendering mid-drag.
*
* For the 2D move we just translate `position` in level-local coords and
* leave the parent as the level (matching the 3D `detachItemSurfaceToFloor`
* in `use-placement-coordinator.tsx`). Snap to the 0.5m grid unless the
* user holds Shift.
*/
function buildFloorItemSession(
node: ItemNode,
startLevelId: AnyNodeId | null,
): FloorplanMoveTargetSession {
return {
affectedIds: [node.id as AnyNodeId],
apply({ planPoint, modifiers }) {
const snapped: WallPlanPoint = modifiers.shiftKey
? ([planPoint[0], planPoint[1]] as WallPlanPoint)
: snapPointToGrid([planPoint[0], planPoint[1]] as WallPlanPoint, GRID_STEP)
const sourceY = node.position[1]
const nextPosition: [number, number, number] = [snapped[0], sourceY, snapped[1]]
useScene.getState().updateNodes([
{
id: node.id as AnyNodeId,
data: {
position: nextPosition,
// Keep parent as the level we resolved at session-start. If
// somehow it's null (e.g. orphaned item), fall back to the
// existing parent so we don't write `null` and detach.
parentId: startLevelId ?? node.parentId,
},
},
])
},
canCommit() {
const live = useScene.getState().nodes[node.id as AnyNodeId] as ItemNode | undefined
return !!live && live.type === 'item'
},
}
}
/**
* Ceiling items reparent to whichever ceiling polygon contains the
* pointer. Ceilings carry a `children` field on their schema so the
* parent-children bookkeeping in `updateNodes` works correctly when the
* item moves between ceilings. If the cursor drifts off every ceiling,
* the original parent is preserved (no detach back to the level — there
* is no canonical "free-floating ceiling item").
*/
function buildSurfaceItemSession(
node: ItemNode,
startLevelId: AnyNodeId | null,
targetKind: 'ceiling',
): FloorplanMoveTargetSession {
return {
affectedIds: [node.id as AnyNodeId],
apply({ planPoint, modifiers }) {
const nodes = useScene.getState().nodes
const snapped: WallPlanPoint = modifiers.shiftKey
? ([planPoint[0], planPoint[1]] as WallPlanPoint)
: snapPointToGrid([planPoint[0], planPoint[1]] as WallPlanPoint, GRID_STEP)
const surface = findContainingSurface(snapped, nodes, startLevelId, targetKind)
const sourceY = node.position[1]
const nextPosition: [number, number, number] = [snapped[0], sourceY, snapped[1]]
useScene.getState().updateNodes([
{
id: node.id as AnyNodeId,
data: {
position: nextPosition,
parentId: surface ? surface.id : node.parentId,
},
},
])
},
canCommit() {
const live = useScene.getState().nodes[node.id as AnyNodeId] as ItemNode | undefined
return !!live && live.type === 'item'
},
}
}
/**
* Walk every ceiling under the level and return the first one whose
* polygon contains the pointer. Holes are honoured — a point inside a
* hole counts as not inside the surface. Slabs are intentionally NOT a
* valid target: floor items are parented to the level, not the slab,
* because slabs don't carry a `children` field on their schema.
*/
function findContainingSurface(
point: readonly [number, number],
nodes: Record<AnyNodeId, AnyNode>,
parentLevelId: AnyNodeId | null,
targetKind: 'ceiling',
): CeilingNode | null {
if (!parentLevelId) return null
const level = nodes[parentLevelId]
const childIds = (level as unknown as { children?: AnyNodeId[] })?.children
if (!Array.isArray(childIds)) return null
for (const childId of childIds) {
const node = nodes[childId]
if (!node || node.type !== targetKind) continue
const surface = node as CeilingNode
const polygon = surface.polygon
if (!polygon || polygon.length < 3) continue
if (!pointInRing(point, polygon)) continue
const holes = surface.holes ?? []
let inHole = false
for (const hole of holes) {
if (hole.length >= 3 && pointInRing(point, hole)) {
inHole = true
break
}
}
if (!inHole) return surface
}
return null
}
/** Standard ray-cast point-in-polygon. Treats edges as inside. */
function pointInRing(
point: readonly [number, number],
ring: ReadonlyArray<readonly [number, number]>,
): boolean {
let inside = false
const [px, py] = point
for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {
const ax = ring[i]![0]
const ay = ring[i]![1]
const bx = ring[j]![0]
const by = ring[j]![1]
const intersects = ay > py !== by > py && px < ((bx - ax) * (py - ay)) / (by - ay) + ax
if (intersects) inside = !inside
}
return inside
}