feat(editor): live floor-stacking, unified handle system, slab-hole editing + interaction polish (#375)
- Live slab-stacking Y previews for all floor-placed kinds (item/shelf/spawn/column/stair) during placement + both move pathways, via a shared core resolver; canonical positions unchanged. - Unified 3D handle system (one drag pipeline + one visual primitive) with forgiving invisible hit-areas on every handle, kept on EDITOR_LAYER so they don't poison the MRT scene pass. - Hover + click-to-edit slab holes in 3D (manual hole -> hole editor; stair/elevator hole -> select owner); generic cross-arrow polygon-move grip; normalized handle interaction colors. - NaN-safe node mutations + non-finite shadow-light bounds guard. - Built on #373 (level-scoped alignment / registry slab tool); #373 owns X/Z alignment, this owns Y floor-stacking.
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@@ -1,7 +1,12 @@
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'use client'
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import { emitter, type GridEvent, SpawnNode, sceneRegistry, useScene } from '@pascal-app/core'
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import { CursorSphere, triggerSFX, useEditor } from '@pascal-app/editor'
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import {
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CursorSphere,
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getFloorStackPreviewPosition,
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triggerSFX,
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useEditor,
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} from '@pascal-app/editor'
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import { useViewer } from '@pascal-app/viewer'
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import { useEffect, useRef } from 'react'
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import { type Group, Vector3 } from 'three'
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@@ -20,16 +25,12 @@ function getExistingSpawnIds() {
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function getLevelLocalPosition(levelId: string, event: GridEvent): [number, number, number] {
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const levelObject = sceneRegistry.nodes.get(levelId)
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if (!levelObject) {
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return [
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roundToHalf(event.localPosition[0]),
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event.localPosition[1],
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roundToHalf(event.localPosition[2]),
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]
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return [roundToHalf(event.localPosition[0]), 0, roundToHalf(event.localPosition[2])]
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}
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worldVector.set(event.position[0], event.position[1], event.position[2])
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levelObject.updateWorldMatrix(true, false)
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levelObject.worldToLocal(worldVector)
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return [roundToHalf(worldVector.x), worldVector.y, roundToHalf(worldVector.z)]
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return [roundToHalf(worldVector.x), 0, roundToHalf(worldVector.z)]
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}
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/**
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@@ -53,7 +54,19 @@ const SpawnTool = () => {
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// same half-meter snap the legacy tool uses.
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const nextX = roundToHalf(event.localPosition[0])
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const nextZ = roundToHalf(event.localPosition[2])
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cursorRef.current?.position.set(nextX, event.localPosition[1], nextZ)
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const position: [number, number, number] = [nextX, 0, nextZ]
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const previewNode = SpawnNode.parse({
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name: 'Spawn Point',
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position,
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rotation: 0,
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})
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const visualPosition = getFloorStackPreviewPosition({
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node: previewNode,
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position,
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rotation: 0,
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levelId: activeLevelId,
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})
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cursorRef.current?.position.set(...visualPosition)
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// Fire grid-snap SFX only when the snapped position crosses a cell,
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// not every frame the mouse moves within the same cell. Matches the
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