fix attach items
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@@ -1,4 +1,5 @@
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import {
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type AnyNodeId,
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type CeilingEvent,
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emitter,
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type GridEvent,
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@@ -10,7 +11,7 @@ import {
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import { useViewer } from '@pascal-app/viewer'
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import { useFrame } from '@react-three/fiber'
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import { useEffect, useRef } from 'react'
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import { BoxGeometry, type Mesh, type MeshStandardMaterial, Vector3 } from 'three'
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import { BoxGeometry, Euler, type Mesh, type MeshStandardMaterial, Quaternion, Vector3 } from 'three'
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import { resolveLevelId } from '../../../../../packages/core/src/hooks/spatial-grid/spatial-grid-sync'
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import {
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ceilingStrategy,
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@@ -107,13 +108,18 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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// ---- Init draft ----
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config.initDraft(gridPosition.current)
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// Sync cursor to the draft mesh's world position (handles floor + wall/ceiling items)
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// Sync cursor to the draft mesh's world position and rotation
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if (draftNode.current) {
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const mesh = sceneRegistry.nodes.get(draftNode.current.id)
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if (mesh) {
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mesh.getWorldPosition(cursorRef.current.position)
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// Extract world Y rotation (handles wall-parented items correctly)
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const q = new Quaternion()
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mesh.getWorldQuaternion(q)
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cursorRef.current.rotation.y = new Euler().setFromQuaternion(q, 'YXZ').y
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} else {
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cursorRef.current.position.copy(gridPosition.current)
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cursorRef.current.rotation.y = draftNode.current.rotation[1] ?? 0
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}
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}
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@@ -157,6 +163,12 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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if (!draftNode.current) {
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ensureDraft(result)
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} else if (result.nodeUpdate.parentId) {
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// Existing draft (move mode): reparent to new wall
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useScene.getState().updateNode(draftNode.current.id, result.nodeUpdate)
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if (result.stateUpdate.wallId) {
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useScene.getState().dirtyNodes.add(result.stateUpdate.wallId as AnyNodeId)
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}
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}
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}
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@@ -170,6 +182,12 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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event.stopPropagation()
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applyTransition(enterResult)
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if (draftNode.current && enterResult.nodeUpdate.parentId) {
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useScene.getState().updateNode(draftNode.current.id, enterResult.nodeUpdate)
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if (enterResult.stateUpdate.wallId) {
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useScene.getState().dirtyNodes.add(enterResult.stateUpdate.wallId as AnyNodeId)
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}
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}
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return
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}
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@@ -187,6 +205,12 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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if (!result) return
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event.stopPropagation()
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const posChanged =
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gridPosition.current.x !== result.gridPosition[0] ||
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gridPosition.current.y !== result.gridPosition[1] ||
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gridPosition.current.z !== result.gridPosition[2]
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gridPosition.current.set(...result.gridPosition)
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cursorRef.current.position.set(...result.cursorPosition)
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cursorRef.current.rotation.y = result.cursorRotationY
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@@ -208,8 +232,8 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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const rot = result.nodeUpdate?.rotation
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if (rot) mesh.rotation.y = rot[1]
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}
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// Mark parent wall dirty so it rebuilds geometry — no store update needed
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if (result.dirtyNodeId) {
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// Mark parent wall dirty so it rebuilds geometry — only when position changed
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if (result.dirtyNodeId && posChanged) {
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useScene.getState().dirtyNodes.add(result.dirtyNodeId)
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}
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}
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@@ -243,8 +267,22 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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event.stopPropagation()
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if (asset.attachTo) {
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draftNode.destroy()
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Object.assign(placementState.current, result.stateUpdate)
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if (draftNode.isAdopted) {
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// Move mode: keep draft alive, reparent to level
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const oldWallId = placementState.current.wallId
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applyTransition(result)
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const draft = draftNode.current
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if (draft) {
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useScene.getState().updateNode(draft.id, { parentId: result.nodeUpdate.parentId as string })
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}
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if (oldWallId) {
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useScene.getState().dirtyNodes.add(oldWallId as AnyNodeId)
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}
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} else {
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// Create mode: destroy transient and reset state
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draftNode.destroy()
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Object.assign(placementState.current, result.stateUpdate)
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}
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} else {
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applyTransition(result)
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}
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@@ -262,6 +300,12 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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if (!draftNode.current) {
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ensureDraft(result)
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} else if (result.nodeUpdate.parentId) {
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// Existing draft (move mode): reparent to new ceiling
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useScene.getState().updateNode(draftNode.current.id, result.nodeUpdate)
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if (result.stateUpdate.ceilingId) {
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useScene.getState().dirtyNodes.add(result.stateUpdate.ceilingId as AnyNodeId)
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}
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}
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}
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@@ -318,8 +362,22 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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event.stopPropagation()
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if (asset.attachTo) {
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draftNode.destroy()
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Object.assign(placementState.current, result.stateUpdate)
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if (draftNode.isAdopted) {
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// Move mode: keep draft alive, reparent to level
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const oldCeilingId = placementState.current.ceilingId
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applyTransition(result)
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const draft = draftNode.current
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if (draft) {
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useScene.getState().updateNode(draft.id, { parentId: result.nodeUpdate.parentId as string })
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}
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if (oldCeilingId) {
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useScene.getState().dirtyNodes.add(oldCeilingId as AnyNodeId)
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}
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} else {
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// Create mode: destroy transient and reset state
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draftNode.destroy()
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Object.assign(placementState.current, result.stateUpdate)
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}
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} else {
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applyTransition(result)
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}
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@@ -407,16 +465,24 @@ export function usePlacementCoordinator(config: PlacementCoordinatorConfig): Rea
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}, [asset, canPlaceOnFloor, canPlaceOnWall, canPlaceOnCeiling, draftNode])
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useFrame((_, delta) => {
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if (draftNode.current && placementState.current.surface === 'floor') {
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const mesh = sceneRegistry.nodes.get(draftNode.current.id)
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if (mesh) {
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const distance = mesh.position.distanceToSquared(gridPosition.current)
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if (distance > 1) {
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mesh.position.copy(gridPosition.current)
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return
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}
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mesh.position.lerp(gridPosition.current, delta * 20)
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if (!draftNode.current) return
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const mesh = sceneRegistry.nodes.get(draftNode.current.id)
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if (!mesh) return
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// Hide wall/ceiling-attached items when between surfaces (only cursor visible)
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if (asset.attachTo && placementState.current.surface === 'floor') {
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mesh.visible = false
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return
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}
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mesh.visible = true
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if (placementState.current.surface === 'floor') {
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const distance = mesh.position.distanceToSquared(gridPosition.current)
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if (distance > 1) {
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mesh.position.copy(gridPosition.current)
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return
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}
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mesh.position.lerp(gridPosition.current, delta * 20)
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}
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})
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