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.
This commit is contained in:
@@ -103,15 +103,26 @@ export function Lights() {
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if (SHADOW_EXCLUDED_TYPES.some((t) => sceneRegistry.byType[t]!.has(id))) continue
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box.expandByObject(obj)
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}
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if (box.isEmpty()) {
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// Empty scene: fall back to the origin with a default radius so the
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// ground still receives a sensible shadow region.
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box.getBoundingSphere(boundsSphere.current)
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const center = boundsSphere.current.center
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const radius = boundsSphere.current.radius
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// Empty scene OR a node with a NaN position/geometry poisoning the union
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// box: fall back to the origin with a default radius. The directional
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// light's position is derived from `focus`, so a single non-finite mesh
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// must NOT be allowed to make `focus`/`radius` NaN — that breaks every
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// shadow-casting light's position and renders the whole scene black.
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const finiteBounds =
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!box.isEmpty() &&
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Number.isFinite(center.x) &&
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Number.isFinite(center.y) &&
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Number.isFinite(center.z) &&
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Number.isFinite(radius)
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if (finiteBounds) {
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shadowFocus.current.copy(center)
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shadowRadius.current = radius
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} else {
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shadowFocus.current.set(0, 0, 0)
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shadowRadius.current = SHADOW_FALLBACK_RADIUS
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} else {
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box.getBoundingSphere(boundsSphere.current)
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shadowFocus.current.copy(boundsSphere.current.center)
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shadowRadius.current = boundsSphere.current.radius
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}
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}
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@@ -1,15 +1,43 @@
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import {
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type AnyNode,
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type AnyNodeId,
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getEffectiveNode,
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getFloorStackedPosition,
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nodeRegistry,
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resolveLevelId,
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sceneRegistry,
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spatialGridManager,
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useLiveTransforms,
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useScene,
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} from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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import type * as THREE from 'three'
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type PositionedNode = AnyNode & {
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position?: [number, number, number]
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rotation?: [number, number, number] | number
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}
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function withLiveTransform(node: AnyNode, id: string): AnyNode {
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const liveTransform = useLiveTransforms.getState().get(id)
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if (!liveTransform) return node
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const currentRotation = (node as PositionedNode).rotation
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const rotation = Array.isArray(currentRotation)
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? ([currentRotation[0] ?? 0, liveTransform.rotation, currentRotation[2] ?? 0] as [
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number,
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number,
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number,
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])
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: typeof currentRotation === 'number'
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? liveTransform.rotation
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: currentRotation
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return {
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...(node as Record<string, unknown>),
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position: liveTransform.position,
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...(rotation !== undefined ? { rotation } : {}),
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} as AnyNode
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}
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/**
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* Generic floor-elevation system.
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*
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@@ -25,11 +53,12 @@ import type * as THREE from 'three'
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*
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* Runs at priority 1 — before the priority-2 systems (`GeometrySystem`,
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* `ItemSystem`) so the dirty mark survives long enough for those to do
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* their own work. Doesn't clear dirty; the per-kind system (or the
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* generic geometry rebuild) is responsible for that.
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* their own work. Kinds with no geometry/system have no downstream dirty
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* consumer, so this system clears their dirty mark after applying the lift.
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*/
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export const FloorElevationSystem = () => {
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const dirtyNodes = useScene((s) => s.dirtyNodes)
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const clearDirty = useScene((s) => s.clearDirty)
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useFrame(() => {
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if (dirtyNodes.size === 0) return
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@@ -43,31 +72,31 @@ export const FloorElevationSystem = () => {
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const floorPlaced = def?.capabilities?.floorPlaced
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if (!floorPlaced) return
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if (floorPlaced.applies && !floorPlaced.applies(node as AnyNode)) return
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// Only nodes parented directly to a level get the lift. Children of
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// walls / ceilings / other items inherit Y from the parent group.
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const parentId = node.parentId as AnyNodeId | null
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const parent = parentId ? nodes[parentId] : null
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if (parent && parent.type !== 'level') return
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const mesh = sceneRegistry.nodes.get(id) as THREE.Object3D | undefined
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if (!mesh) return
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const position = (node as { position?: [number, number, number] }).position
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const effectiveNode = withLiveTransform(getEffectiveNode(node as AnyNode), id)
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const position = (effectiveNode as PositionedNode).position
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if (!position) return
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const levelId = resolveLevelId(node, nodes)
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if (!levelId) return
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const { dimensions, rotation } = floorPlaced.footprint(node as AnyNode)
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const slabElevation = spatialGridManager.getSlabElevationForItem(
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levelId,
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// This system is the single drag-time authority for floor-stack mesh Y:
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// tools publish base positions to live stores, renderers may
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// reconcile that base Y onto the group, then this presentation system
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// reapplies the resolver-derived visual Y before render. Because the
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// override/store position remains base-height, the slab lift is never
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// committed or applied twice.
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const resolverNodes =
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effectiveNode === node ? nodes : { ...nodes, [effectiveNode.id]: effectiveNode }
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const visualPosition = getFloorStackedPosition({
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node: effectiveNode,
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nodes: resolverNodes,
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position,
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dimensions,
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rotation,
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)
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mesh.position.y = slabElevation + position[1]
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})
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mesh.position.y = visualPosition[1]
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if (!(def.geometry || def.system)) {
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clearDirty(id as AnyNodeId)
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}
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})
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}, 1)
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@@ -2,11 +2,10 @@ import {
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type AnyNode,
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type AnyNodeId,
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getEffectiveNode,
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resolveLevelId,
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getFloorStackedPosition,
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type StairNode,
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type StairSegmentNode,
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sceneRegistry,
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spatialGridManager,
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useScene,
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} from '@pascal-app/core'
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import { useFrame } from '@react-three/fiber'
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@@ -96,9 +95,9 @@ export const StairSystem = () => {
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// so slab-elevation spatial queries match where the segments are
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// actually being rendered. Without this, dragging the rotate gizmo
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// looks up slabs at the pre-drag world XZ — if rotation carries a
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// segment off the original slab footprint, getStairSlabElevation
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// returns 0 and `group.position.y` collapses, dropping the flight
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// or landing below the floor and out of view mid-drag.
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// segment off the original slab footprint, the floor-stack
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// resolver would otherwise read the pre-drag footprint and drop
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// the flight or landing below the floor mid-drag.
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const stairNode = getEffectiveNode(baseStairNode as StairNode)
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const group = sceneRegistry.nodes.get(stairId) as THREE.Group | undefined
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if (group) {
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@@ -273,57 +272,20 @@ function syncStairGroupElevation(
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group: THREE.Group,
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nodes: Record<string, AnyNode>,
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) {
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const levelId = resolveLevelId(stairNode, nodes)
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const slabElevation = getStairSlabElevation(levelId, stairNode, nodes)
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group.position.y = stairNode.position[1] + slabElevation
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}
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function getStairSlabElevation(
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levelId: string,
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stairNode: StairNode,
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nodes: Record<string, AnyNode>,
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): number {
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// Merge live overrides so slab queries match the visual chain during a drag.
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const segments = (stairNode.children ?? [])
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.map((childId) => nodes[childId as AnyNodeId] as StairSegmentNode | undefined)
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.filter((n): n is StairSegmentNode => n?.type === 'stair-segment')
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.map((n) => getEffectiveNode(n))
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if (segments.length === 0) return 0
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const transforms = computeSegmentTransforms(segments)
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let maxElevation = Number.NEGATIVE_INFINITY
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for (let i = 0; i < segments.length; i++) {
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const segment = segments[i]!
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const transform = transforms[i]!
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const [centerOffsetX, centerOffsetZ] = rotateXZ(0, segment.length / 2, transform.rotation)
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const centerInGroupX = transform.position[0] + centerOffsetX
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const centerInGroupZ = transform.position[2] + centerOffsetZ
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const [centerOffsetWorldX, centerOffsetWorldZ] = rotateXZ(
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centerInGroupX,
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centerInGroupZ,
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stairNode.rotation,
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)
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const slabElevation = spatialGridManager.getSlabElevationForItem(
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levelId,
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[
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stairNode.position[0] + centerOffsetWorldX,
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stairNode.position[1] + transform.position[1],
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stairNode.position[2] + centerOffsetWorldZ,
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],
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[segment.width, Math.max(segment.height, segment.thickness, 0.01), segment.length],
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[0, stairNode.rotation + transform.rotation, 0],
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)
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if (slabElevation > maxElevation) {
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maxElevation = slabElevation
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const effectiveNodes: Record<string, AnyNode> = { ...nodes, [stairNode.id]: stairNode }
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for (const childId of stairNode.children ?? []) {
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const segment = nodes[childId as AnyNodeId]
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if (segment?.type === 'stair-segment') {
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effectiveNodes[segment.id] = getEffectiveNode(segment as StairSegmentNode)
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}
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}
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return maxElevation === Number.NEGATIVE_INFINITY ? 0 : maxElevation
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const visualPosition = getFloorStackedPosition({
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node: stairNode,
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nodes: effectiveNodes,
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position: stairNode.position,
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rotation: stairNode.rotation,
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})
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group.position.y = visualPosition[1]
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}
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// ============================================================================
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