Always-visible placement ghosts + true-nearest 2D opening snap (#407)

* feat(editor): always-visible translucent placement ghost for openings + roof accessories

When a host-surface placement tool is armed, the node's real geometry now
follows the cursor everywhere as a translucent ghost: tinted invalid (red)
and unconfirmable off-host, snapping onto its host surface (wall/roof) with
the existing valid/invalid affordances when near. This replaces the old red
wireframe box (door/window) and red DragBoundingBox (roof accessories), so
the armed tool is visible before the cursor reaches a placeable surface.

- New shared `applyGhost` helper (nodes/src/shared/ghost-materials.ts):
  clones materials, disables raycast (avoids cursor-ray starvation),
  tints invalid; cleanup disposes only the clones.
- New door/window preview components built from the real geometry via new
  `buildDoorPreviewMesh`/`buildWindowPreviewMesh` viewer exports; tools float
  the ghost via a `fallbackPose` that is mutually exclusive with the on-host
  draft + wireframe outline.
- `RoofAttachmentFallbackPreview` gains a `ghost` prop; all 11 roof-accessory
  tools pass their real preview (invalid-tinted) instead of a box `size`.

Snapping behavior is unchanged (no proximity snap yet).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): magnetic proximity wall-snap for door/window placement

The door/window ghost now follows the cursor over the floor like a moving
item and magnetically snaps onto the nearest wall within range (1.5 m), then
releases back to free-follow when the cursor moves away — instead of only
attaching on a direct wall-mesh ray hit. A grid-snap sound plays each time it
snaps onto a new spot, so it reads as moving a physical object that can only
land on walls.

- Plan-space proximity via the existing `findClosestWallInPlan` (the same
  helper the 2D floor-plan move uses): level-scoped, skips curved walls,
  returns wall + along-wall localX + side + wall-local rotation.
- `grid:move` drives the snap and `grid:click` commits when proximity-snapped;
  a direct wall-mesh hover (wall:enter/move) still owns the precise face side.
  Both paths share `applyWallTarget` (create the draft once, reparent only on
  an actual wall change) and a shared commit that refreshes alignment anchors.
- Disambiguation without a stuck flag: a per-pointermove `timeStamp` gate
  (R3F + the grid raycast share the source DOM event) plus a `cameraDragging`
  guard and stale-`hostKind` reset, so a missed wall:leave during a camera
  orbit can't strand the draft.
- Window keeps its sill height on the floor path (the floor cursor carries no
  wall-face Y) — defaults to a ~0.9 m sill, mirroring the 2D move.
- Shift bypasses the along-wall grid/alignment snap but still attaches to the
  nearest wall, matching the 3D-hover and 2D-move conventions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): door/window preset placement follows the cursor over open floor

The community preset/catalog flow places doors and windows through the
isNew move path (MoveDoorTool / MoveWindowTool), which had no free-follow:
the fresh clone was parented to the level at the origin and only became
visible once the cursor reached a wall, so over empty floor nothing tracked
the cursor. Now the move tools mirror the def.tool placement behaviour:

- Off-wall, the real node rides the cursor like an item (reparented to the
  level, positioned at the building-local cursor) so it's obvious what's
  being placed before it attaches.
- Within range of a wall it magnetically snaps on via findClosestWallInPlan
  (the same plan-space helper the 2D move uses), releasing back to free-follow
  when the cursor moves away, and plays the grid-snap sound on each new snap.
- grid:click commits only when snapped (open floor is a no-op — a door/window
  needs a wall); the wall/roof mesh-hover paths are unchanged and still own
  their own click. A per-pointermove timeStamp gate + cameraDragging guard
  keep the floor handler from fighting a wall/roof hover.
- Windows default to a ~0.9m sill while off-wall (fresh preset clones carry
  position [0,0,0], which buried half the window below the floor).

The wall/roof commit body is extracted into a shared commitToWall so the
mesh-click and proximity-click paths stay identical. Existing-node moves are
fully restored on cancel/unmount (the node stays isTransient through
free-follow). Standalone-editor def.tool placement already had this in a
prior commit; this brings the community move path to parity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): 2D floorplan ghost follows the cursor for door/window placement

Mirrors the 3D free-follow in the top-down floor plan: while placing a door
or window, a loose footprint rectangle now follows the cursor over open floor
so it's obvious what's being placed before it snaps to a wall. The instant the
cursor nears a wall, the existing synthesized wall:enter/move path takes over
and the real on-wall door/window symbol (swing arc, etc.) replaces the ghost.

- The opening-placement pointer-move handler in floorplan-panel sets a new
  `openingGhostPoint` on the off-wall (findClosestWallPoint miss) branch and
  clears it on a wall hit; a loose width × 0.1m rectangle renders at that point
  inside the floor-plan scene group (same world→SVG transform as every glyph).
- Width comes from the moving node or the kind default (door 0.9 / window 1.5).
- The ghost clears when opening placement ends (tool/mode change, cancel,
  commit) and on level change, so no stale rectangle lingers.

Deliberately a plain rectangle, not the full swing-arc symbol: off-wall there's
no host to orient the swing to. The shared door/window def.floorplan builders
are untouched — overloading them with a wall-less fallback would make
roof-hosted doors (parent is a roof segment, builder returns null today) draw
stray rectangles in plan. Keeping the preview in the editor layer avoids that.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): faithful 2D door/window ghost, 2D wall-slide, R-flip during placement; 3D snap only on hover

Three placement fixes plus a snapping revision, for both the standalone
def.tool path and the community isNew move path (door + window):

- 2D faithful ghost: the off-wall placement ghost now renders the real
  blueprint symbol (door swing arc / window panes) following the cursor, not a
  bare rectangle. Done by publishing a transient opening on a synthetic wall to
  usePlacementPreview (extended with a `parentNode` fed as the builder's
  ctx.parent) so the real def.floorplan builder draws it. Cleared on wall-hit,
  on commit, on placement-inactive, and on level change.
- 2D slide-along-wall: the floor-plan registry layer ignored useLiveTransforms
  for door/window (only floor-placed + slab/ceiling/zone), so a same-wall slide
  updated the 3D mesh but left the 2D symbol frozen. It now merges the
  wall-local live position/rotation onto the node (keeping parentId) so the 2D
  symbol slides with the cursor.
- R-flip during placement: pressing R now flips a door/window's facing
  (front ↔ back, rotation += π) before commit — the placement tools own R while
  placing (the global selection-based R/T handler stands down via
  isPlacingOpening so it can't double-fire). No-op on roof faces (front-only).
- 3D snapping zero-padding: removed the 1.5 m proximity magnet; in 3D the
  opening free-follows the cursor over open floor and snaps only when the cursor
  ray actually hovers a wall/roof mesh (big raycast targets). 2D keeps its
  0.5 m findClosestWallPoint padding since plan walls are thin.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): make FloorplanRegistryMoveOverlay the sole 2D owner of door/window placement

Community door/window placement (movingNode + metadata.isNew) had TWO 2D paths
running at once: the floorplan-panel synthesized wall:*/grid:* events (driving
the 3D MoveDoorTool) AND FloorplanRegistryMoveOverlay via def.floorplanMoveTarget.
They fought — R didn't flip the 2D symbol and clicks didn't commit in 2D, while
3D worked. The overlay + floorplanMoveTarget is the purpose-built 2D owner
(faithful def.floorplan symbol, plan-space CTM coords, Figma snap, single-undo
commit), so it now owns 2D opening placement when movingNode is set:

- floorplan-panel: the opening pointer-move branch + the registry grid catch-all
  + the background-click catch-all all now exclude the door/window MOVE case
  (`!isOpeningMoveActive`), so the synthesized events no longer fire for it (they
  still drive pure raw-build placement, which has no movingNode). Without the
  catch-all exclusions the move case fell through to grid:move/grid:click, which
  re-drove the 3D tool's free-follow and consumed the commit click.
- R-flip in 2D: `FloorplanMoveTargetSession` gains optional `flipSide()`;
  door/window floorplan-move implement it (XOR the wall-derived side + π rotation,
  re-running the last apply). The overlay's keydown calls `session.flipSide()` on
  R — gated on `hasMovedSinceStart` so it only fires when the 2D pane is the
  active mover (the 3D MoveDoorTool owns R in 3D/split; this prevents a double
  flip / double cue on one R press).
- Commit in 2D now flows solely through the overlay's pointerup (no competing
  synthesized wall:click), so click-to-place commits.

The global use-keyboard R/T already stands down during opening placement
(isPlacingOpening), so a selected node can't also flip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): 2D door/window move free-follows the cursor off-wall and commits only on a wall

Moving an existing door/window in the 2D floor plan: the move target's `apply`
early-returned off-wall (`if (!hit) return`), so the opening stayed frozen on
its old wall instead of following the cursor between walls (3D free-follows),
and an off-wall confirm click committed the stale last-wall position — looking
like the placement failed.

Now `doorFloorplanMoveTarget`/`windowFloorplanMoveTarget` mirror the 3D move:
- Off-wall, `apply` free-follows the cursor — hides the real node and floats the
  faithful door/window symbol at the cursor via a synthetic wall published to
  `usePlacementPreview` (the same preview layer fresh placement uses). The real
  node is `visible:false` so the registry layer skips it (no double symbol).
- Back on a wall, it clears the ghost, reveals the real node, and snaps as before.
- `canCommit` returns false while off-wall, so an open-floor click reverts to the
  pre-move snapshot (door returns to its wall) instead of committing in mid-air —
  matching the 3D move, where clicking open floor commits nothing. On a wall the
  commit lands normally.

The overlay's snapshot revert (cancel / invalid commit) and the on-wall `apply`'s
`visible:true` restore both guarantee the node is never left hidden after a move.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(editor): 2D opening snap picks the true nearest wall, with a tighter radius

The 2D door/window snap felt too aggressive and could grab a wall further away
than the one the cursor was actually nearest. Root cause in
`findClosestWallInPlan`: it compared a candidate's true segment distance against
the previous best's `perpDistance` (signed offset to the wall's infinite line,
not the clamped segment distance). Near a wall end those diverge, so a closer
wall could be rejected / a farther one kept.

- Track the best segment distance and keep the strict minimum — the wall chosen
  is now always the single closest segment to the cursor (true nearest), which
  resolves correctly when many walls sit close together.
- Tighten the snap radius from 1.5 m to 0.4 m: plan walls are thin, so the old
  radius snapped from far away. The opening now free-follows the cursor until
  it's genuinely near a wall.

Only the 2D move/placement targets use this helper (3D snaps on raycast hover);
wall-attached items share the same improved nearest-wall behaviour.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(editor): true-nearest 2D opening snap with dev hit-area overlay

Round 7 of the placement-ghosts work. Make the 2D door/window wall snap
always pick the wall nearest the cursor, fix fresh-placement snapping/slide
in 2D, and add a dev-only overlay that visualises each wall's snap region.

- Extract the plan-space nearest-wall-segment math to core
  (`lib/wall-distance.ts`: collectLevelWallSegments / closestOnSegment /
  nearestWallSegment / WALL_SNAP_DISTANCE_M). `findClosestWallInPlan`
  delegates to it, so the snap and the debug overlay share one source of
  truth. WallHit contract unchanged.
- door/window 2D move now resolves the host level via the shared
  `getOpeningHostLevelId` (wall-hosted, roof-hosted, AND fresh-placement
  parented straight to the level — the last case previously resolved to the
  building, so a new opening never snapped in 2D).
- Cursor resolver switched to absolute mode: query the snap with the true
  cursor, not the original-wall position + grab delta, so it picks the
  cursor-nearest wall (matching the 3D move) instead of a far wall across a
  thin gap.
- 2D move clears any stale `useLiveTransforms` entry for the node each apply:
  the registry layer renders door/window from the live transform in
  preference to the scene node, so a leftover entry from the 3D tool froze
  the 2D slide for fresh / re-armed openings.
- Fresh window defaults to a 0.9 m sill in 2D (was sitting half-below floor
  at y=0), matching the 3D MoveWindowTool.
- New dev-only FloorplanVoronoiLayer + `show2dVoronoi` editor flag: draws
  each wall's snap hit area as an analytic capsule (no grid sampling), gated
  on a developer-menu toggle.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Aymeric Rabot
2026-06-15 12:24:27 -04:00
committed by GitHub
co-authored by Claude Opus 4.8
parent aafb238545
commit 1628b728fa
49 changed files with 1907 additions and 748 deletions
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildBoxVentGeometry } from './geometry'
import type { BoxVentNode } from './schema'
@@ -15,7 +16,7 @@ import type { BoxVentNode } from './schema'
* leaving raycast active would cause the preview itself to intercept
* the cursor ray and starve the placement tool of `roof:move` events.
*/
const BoxVentPreview = ({ node }: { node: BoxVentNode }) => {
const BoxVentPreview = ({ node, invalid }: { node: BoxVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildBoxVentGeometry(node),
[node.width, node.depth, node.height, node.hoodOverhang, node.style],
@@ -24,17 +25,17 @@ const BoxVentPreview = ({ node }: { node: BoxVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.85,
metalness: 0.05,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -127,11 +127,11 @@ const BoxVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<BoxVentPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[0.6, 0.4, 0.6]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+41 -21
View File
@@ -1,8 +1,13 @@
'use client'
import type { ChimneyNode, RoofSegmentNode } from '@pascal-app/core'
import {
type ChimneyNode,
type RoofSegmentNode,
RoofSegmentNode as RoofSegmentSchema,
} from '@pascal-app/core'
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildChimneyGeometry } from './geometry'
const ghostMaterial = new THREE.MeshStandardMaterial({
@@ -15,21 +20,42 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.85,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
/**
* The preview needs a segment fixture to build the body height. The
* placement tool passes the segment under the cursor; before any
* segment is hit, the preview isn't shown at all (the tool guards on
* `previewPos`).
* placement tool passes the segment under the cursor; when floating
* (off-roof fallback), segment is absent — build against RoofSegmentNode
* defaults so the ghost renders flat at the grid position with yaw 0.
*/
const ChimneyPreview = ({ node, segment }: { node: ChimneyNode; segment: RoofSegmentNode }) => {
const ChimneyPreview = ({
node,
segment,
invalid,
}: {
node: ChimneyNode
segment?: RoofSegmentNode
invalid?: boolean
}) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const effectiveSegment = segment ?? RoofSegmentSchema.parse({})
const geo = useMemo(
() => buildChimneyGeometry(node, segment),
() => buildChimneyGeometry(node, effectiveSegment),
[
segment.wallHeight,
segment.pitch,
segment.roofType,
segment.width,
segment.depth,
effectiveSegment.wallHeight,
effectiveSegment.pitch,
effectiveSegment.roofType,
effectiveSegment.width,
effectiveSegment.depth,
node.width,
node.depth,
node.heightAboveRidge,
@@ -68,16 +94,10 @@ const ChimneyPreview = ({ node, segment }: { node: ChimneyNode; segment: RoofSeg
return (
<group>
<mesh
geometry={geo.body}
material={ghostMaterial}
raycast={() => {
/* preview should not intercept the cursor */
}}
/>
{geo.cap && <mesh geometry={geo.cap} material={ghostMaterial} raycast={() => {}} />}
{geo.flues && <mesh geometry={geo.flues} material={ghostMaterial} raycast={() => {}} />}
{geo.cricket && <mesh geometry={geo.cricket} material={ghostMaterial} raycast={() => {}} />}
<mesh geometry={geo.body} material={material} raycast={() => {}} />
{geo.cap && <mesh geometry={geo.cap} material={material} raycast={() => {}} />}
{geo.flues && <mesh geometry={geo.flues} material={material} raycast={() => {}} />}
{geo.cricket && <mesh geometry={geo.cricket} material={material} raycast={() => {}} />}
</group>
)
}
+1 -1
View File
@@ -144,12 +144,12 @@ const ChimneyTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<ChimneyPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setSegmentXform(null)
setHitLocal(null)
setPreviewSegment(null)
}}
size={[1, 2.5, 1]}
/>
{activeBuildingId && segmentXform && hitLocal && previewSegment && (
// Outer group mirrors the real renderer's `position={segment.position}
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildCupolaGeometry } from './geometry'
import type { CupolaNode } from './schema'
@@ -11,7 +12,7 @@ import type { CupolaNode } from './schema'
* the ghost stays in lockstep with the committed cupola. Raycast disabled
* so the preview doesn't intercept the cursor ray feeding the tool.
*/
const CupolaPreview = ({ node }: { node: CupolaNode }) => {
const CupolaPreview = ({ node, invalid }: { node: CupolaNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildCupolaGeometry(node),
[node.width, node.depth, node.height, node.roofStyle, node.finial],
@@ -20,17 +21,17 @@ const CupolaPreview = ({ node }: { node: CupolaNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.7,
metalness: 0.1,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -119,11 +119,11 @@ const CupolaTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<CupolaPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[0.8, 1.2, 0.8]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+98 -18
View File
@@ -3,15 +3,14 @@ import {
type DoorNode,
type FloorplanMoveTarget,
type FloorplanMoveTargetSession,
useLiveTransforms,
useScene,
type WallNode,
WallNode as WallNodeSchema,
} from '@pascal-app/core'
import { snapToHalf } from '@pascal-app/editor'
import { snapToHalf, usePlacementPreview } from '@pascal-app/editor'
import { createFloorplanCursorResolver } from '../shared/floorplan-cursor'
import {
getRoofHostedOpeningLevelId,
getRoofHostedOpeningPlanPoint,
} from '../shared/roof-opening-host'
import { getOpeningHostLevelId, getRoofHostedOpeningPlanPoint } from '../shared/roof-opening-host'
import {
findClosestWallInPlan,
projectWallLocalPointToPlan,
@@ -38,16 +37,10 @@ import { clampToWall, hasWallChildOverlap } from './door-math'
export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node }) => {
// Snapshot of the door's "valid" state at move-start — used by
// canCommit to decide whether the current snapped position is OK.
const startLevelId = (() => {
// Wall-hosted: the wall's parent is the level. Roof-hosted: walk
// segment → roof → level. Cached at start because the parent chain
// doesn't change during a move.
const nodes = useScene.getState().nodes
const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
if (roofLevelId) return roofLevelId
const wall = nodes[node.parentId as AnyNodeId]
return wall ? (wall.parentId as AnyNodeId | null) : null
})()
// The level that owns the wall-snap candidates — resolves the wall-hosted,
// roof-hosted, and fresh-placement parentings (see `getOpeningHostLevelId`).
// Cached at start because the parent chain doesn't change during a move.
const startLevelId = getOpeningHostLevelId(node, useScene.getState().nodes)
const originalWall = node.parentId
? (useScene.getState().nodes[node.parentId as AnyNodeId] as WallNode | undefined)
: undefined
@@ -57,6 +50,14 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
? projectWallLocalPointToPlan(originalWall, node.position[0])
: (getRoofHostedOpeningPlanPoint(node, useScene.getState().nodes) ?? [node.position[0], 0]),
metadata: node.metadata,
// Absolute: query the wall snap with the TRUE cursor, not the door's
// original wall position plus a grab delta. A wall-hosted opening always
// belongs to the wall nearest the cursor (the user's rule), and the 3D
// move snaps on the wall literally under the ray — relative mode would
// anchor the search to the old wall and resist hopping to a closer one
// across a thin gap, picking the "far" wall the user reported. It also
// makes the 2D Voronoi overlay (classified by cursor) predict the snap.
mode: 'absolute',
})
// Track the last successful placement so `commit()` can write it
@@ -72,13 +73,83 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
roofFace: undefined
} | null = null
// R flips the door's facing (front ↔ back) mid-placement. `apply` re-derives
// the wall-facing side every move, so the flip is a persistent XOR applied on
// top of the wall hit, plus a π rotation offset (matching the committed R).
let flipped = false
// Remember the last apply args so the overlay's R keydown can re-run `apply`
// (which has no event of its own) to show the flip immediately.
let lastApply: {
planPoint: readonly [number, number]
modifiers: { shiftKey: boolean; altKey: boolean; ctrlKey: boolean; metaKey: boolean }
} | null = null
// Whether the cursor is currently over a wall. Off-wall the door free-follows
// the cursor as a ghost (like the 3D move) and is NOT committable — a door
// needs a wall. Starts true so a click before any move keeps the door put.
let onWall = true
// Off-wall: float the faithful door symbol at the cursor (via a synthetic
// wall fed to the placement-preview layer) and hide the real node, so the
// ghost follows the cursor in 2D instead of the door staying frozen on its
// old wall. Mirrors the fresh-placement free-follow.
const freeFollow = (planPoint: readonly [number, number]) => {
onWall = false
lastValid = null
if ((useScene.getState().nodes[node.id as AnyNodeId] as DoorNode | undefined)?.visible) {
useScene.getState().updateNode(node.id as AnyNodeId, { visible: false })
}
const half = node.width / 2 + 0.5
const wall = WallNodeSchema.parse({
start: [planPoint[0] - half, planPoint[1]],
end: [planPoint[0] + half, planPoint[1]],
thickness: 0.1,
})
const ghost = {
...node,
parentId: wall.id,
wallId: wall.id,
roofSegmentId: undefined,
roofFace: undefined,
position: [half, node.position[1], 0] as [number, number, number],
rotation: [0, 0, 0] as [number, number, number],
visible: true,
} as DoorNode
usePlacementPreview.getState().set(ghost, wall)
}
const session: FloorplanMoveTargetSession = {
affectedIds: [node.id as AnyNodeId],
flipSide() {
flipped = !flipped
if (lastApply) this.apply(lastApply)
},
apply({ planPoint, modifiers }) {
lastApply = { planPoint, modifiers }
// Drop any stale live transform left by the 3D `MoveDoorTool` (it
// publishes one on every wall hover). The 2D registry layer renders
// door/window from `useLiveTransforms` IN PREFERENCE to the scene node,
// but this 2D move writes the scene node — so a leftover 3D entry would
// freeze the symbol on its wall and the slide wouldn't show. Only the
// 2D path runs during an opening move (the panel gates the 3D tool's
// events off via `!isOpeningMoveActive`), so nothing re-adds it. Guarded
// on existence: `clear` always allocates a new Map + re-renders.
if (useLiveTransforms.getState().transforms.has(node.id as AnyNodeId)) {
useLiveTransforms.getState().clear(node.id as AnyNodeId)
}
const nodes = useScene.getState().nodes
const resolvedPlanPoint = resolveCursor(planPoint)
const hit = findClosestWallInPlan(resolvedPlanPoint, nodes, startLevelId)
if (!hit) return // pointer off any wall — keep door at last valid position
if (!hit) {
// Off any wall — free-follow the cursor (not committable).
freeFollow(resolvedPlanPoint)
return
}
// Back on a wall — drop the free-follow ghost + reveal the real node.
onWall = true
usePlacementPreview.getState().clear()
if ((nodes[node.id as AnyNodeId] as DoorNode | undefined)?.visible === false) {
useScene.getState().updateNode(node.id as AnyNodeId, { visible: true })
}
// Figma-style along-wall alignment first (edge-to-edge with other
// openings / wall ends); it competes with — and wins over — the 0.5m
@@ -97,10 +168,14 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
const snappedLocalX = neighborX ?? (modifiers.shiftKey ? hit.localX : snapToHalf(hit.localX))
const { clampedX, clampedY } = clampToWall(hit.wall, snappedLocalX, node.width, node.height)
// Apply the R-flip on top of the wall-derived side.
const side: DoorNode['side'] = flipped ? (hit.side === 'front' ? 'back' : 'front') : hit.side
const itemRotation = hit.itemRotation + (flipped ? Math.PI : 0)
lastValid = {
position: [clampedX, clampedY, 0],
rotation: [0, hit.itemRotation, 0],
side: hit.side,
rotation: [0, itemRotation, 0],
side,
parentId: hit.wall.id,
wallId: hit.wall.id,
// Re-anchoring to a wall ends any roof-segment hosting; the
@@ -122,6 +197,11 @@ export const doorFloorplanMoveTarget: FloorplanMoveTarget<DoorNode> = ({ node })
])
},
canCommit() {
// Off-wall the door is free-following in mid-air — not placeable. The
// overlay then reverts to the pre-move snapshot (door returns to its
// original wall), matching the 3D move where an open-floor click commits
// nothing.
if (!onWall) return false
const live = useScene.getState().nodes[node.id as AnyNodeId] as DoorNode | undefined
if (!live || live.type !== 'door') return false
// Block commit if the door overlaps any other wall child at its
+139 -39
View File
@@ -3,6 +3,7 @@ import {
collectAlignmentAnchors,
DoorNode,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
@@ -82,6 +83,18 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
let currentHostId: string | null = movingDoorNode.parentId
let dragAnchor: { wallId: string; rawX: number; startX: number } | null = null
let committed = false
// Off-wall free-follow: when the cursor is over empty floor (no wall under
// the ray) the door is parented to the level and tracks the cursor like an
// item node. `freeFollowing` distinguishes that state so the placement
// commit no-ops in open space (a door needs a wall). `lastMeshEventTime`
// defers the floor handler whenever a wall/roof mesh event owns the same
// pointermove (shared DOM timeStamp) — that's the only thing that snaps.
let freeFollowing = false
let lastMeshEventTime = -1
// The door's chosen facing side. R flips it mid-placement (front ↔ back,
// same as the committed-selected R flip) so the user can reorient before
// committing. Initialised from the moving node's side.
let sideOverride: DoorNode['side'] = movingDoorNode.side
let lastTarget: {
wallNode: WallEvent['node']
wallId: string
@@ -149,7 +162,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
const getPlacementOrientation = (event: WallEvent) => {
const faceSide = getSideFromNormal(event.normal)
const side = movingDoorNode.side ?? faceSide
const side = sideOverride ?? faceSide
const rotationOffset = side !== faceSide ? Math.PI : 0
return {
side,
@@ -256,11 +269,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onWallEnter = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveMoveTarget(event)
if (!target) {
onWallLeave()
return
}
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
@@ -268,6 +283,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onWallMove = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (!isValidWallSideFace(event.normal)) {
onWallLeave()
return
@@ -286,20 +302,17 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
onWallLeave()
return
}
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
// Promote the moving door into its committed wall placement. Shared by the
// direct wall-mesh click and the floor proximity click.
const commitToWall = (target: NonNullable<typeof lastTarget>) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
if (!target?.valid) return
committed = true
let placedId: string
@@ -360,30 +373,84 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
hideCursor()
useViewer.getState().setSelection({ selectedIds: [placedId] })
exitMoveMode()
}
const onWallClick = (event: WallEvent) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
if (!target?.valid) return
commitToWall(target)
event.stopPropagation()
}
const onWallLeave = () => {
// The cursor left the wall mesh. Don't snap back to the origin/original
// here — the floor proximity handler (onGridMove) takes over on the same
// pointermove: it either snaps to a nearby wall or free-follows the
// cursor. The wireframe outline + live transform are cleared so the
// free-follow path can re-establish them. Reverting the node is left to
// onGridMove's free-follow / cancel / commit, so the door never blinks
// back to the building origin between a wall and open floor.
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
// Free-follow: the door rides the cursor over empty floor, parented to the
// level like an item node (lifted so it stands on the floor). No wall to
// attach to, so it is not committable here.
const freeFollowAt = (localX: number, localZ: number) => {
freeFollowing = true
lastTarget = null
lastRoofEvent = null
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
const levelId = getLevelId()
const y = movingDoorNode.height / 2
// Keep the R-flip visible while free-following: face the chosen side
// (back = rotated π) instead of forcing 0, so an R press isn't undone on
// the next mousemove.
const yaw = sideOverride === 'back' ? Math.PI : 0
if (currentHostId !== levelId) {
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
useScene.getState().updateNode(movingDoorNode.id, {
position: [localX, y, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
parentId: levelId ?? undefined,
wallId: undefined,
roofSegmentId: undefined,
roofFace: undefined,
})
currentHostId = levelId
} else {
useScene.getState().updateNode(movingDoorNode.id, {
position: [localX, y, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
})
}
currentHostId = original.parentId
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
})
if (original.parentId) markHostDirty(original.parentId)
}
const onGridMove = (event: GridEvent) => {
if (committed) return
if (useViewer.getState().cameraDragging) return
// A wall/roof mesh handler owns this exact pointermove (shared DOM
// timeStamp): the cursor ray is on a wall/roof, so it snaps. Otherwise
// the cursor is over open floor — free-follow it.
if (event.nativeEvent?.timeStamp === lastMeshEventTime) return
// No proximity magnet: in 3D the wall side faces are big raycast targets,
// so snapping engages only when the cursor ray actually hovers a wall
// (`onWallMove`). Over open floor the door just follows the cursor.
const [x, , z] = event.localPosition
freeFollowAt(x, z)
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -406,12 +473,14 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onRoofHover = (event: RoofEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveRoofMoveTarget(event)
if (!target) {
onRoofLeave()
return
}
// Wall-frame drag anchor / live transform don't apply on a roof face.
freeFollowing = false
dragAnchor = null
lastTarget = null
lastRoofEvent = event
@@ -509,26 +578,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
}
const onRoofLeave = () => {
// Mirror onWallLeave: don't revert to origin here — onGridMove takes
// over on the same pointermove (snap to a nearby wall or free-follow).
hideCursor()
useLiveTransforms.getState().clear(movingDoorNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
currentHostId = original.parentId
useScene.getState().updateNode(movingDoorNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
})
if (original.parentId) markHostDirty(original.parentId)
}
const onCancel = () => {
@@ -556,13 +612,53 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
const onPlacementDragPointerUp = (event: PointerEvent) => {
if (!consumePlacementDragRelease(event)) return
if (lastTarget) {
onWallClick(lastTarget.event)
// Free-following over open floor can't commit (no wall). A wall hover
// target commits via commitToWall; a roof face via onRoofClick.
if (lastTarget?.valid && !freeFollowing) {
commitToWall(lastTarget)
return
}
if (lastRoofEvent) onRoofClick(lastRoofEvent)
}
// R flips the door's facing side mid-placement (front ↔ back), like the
// committed-selected R flip — usable before commit, whether snapped to a
// wall or free-following. Re-applies the preview so the flip shows live.
// No-op on a roof-segment face (those host front-only; nothing to flip).
const onKeyDown = (e: KeyboardEvent) => {
if (committed) return
if (e.key !== 'r' && e.key !== 'R') return
const target = e.target as HTMLElement | null
if (
target &&
(target.tagName === 'INPUT' || target.tagName === 'TEXTAREA' || target.isContentEditable)
) {
return
}
// Only act where a flip is meaningful — on a wall hover or while
// free-following. On a roof face leave it to the default R (no flip, no
// sfx) so the cue never fires without a visible effect.
const onWall = lastTarget !== null
if (!(onWall || freeFollowing)) return
e.preventDefault()
sideOverride = sideOverride === 'front' ? 'back' : 'front'
triggerSFX('sfx:item-rotate')
if (onWall) {
// On a wall: re-resolve with the flipped side and re-preview.
const next = resolveMoveTarget(lastTarget!.event)
if (next) {
lastTarget = next
applyPreview(next)
}
} else {
// Free-following on the level: flip the draft's facing in place.
useScene.getState().updateNode(movingDoorNode.id, {
side: sideOverride,
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
})
}
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
@@ -571,8 +667,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
emitter.on('roof:move', onRoofHover)
emitter.on('roof:click', onRoofClick)
emitter.on('roof:leave', onRoofLeave)
emitter.on('grid:move', onGridMove)
emitter.on('tool:cancel', onCancel)
window.addEventListener('pointerup', onPlacementDragPointerUp)
window.addEventListener('keydown', onKeyDown)
return () => {
const current = useScene.getState().nodes[movingDoorNode.id as AnyNodeId] as
@@ -608,8 +706,10 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
emitter.off('roof:move', onRoofHover)
emitter.off('roof:click', onRoofClick)
emitter.off('roof:leave', onRoofLeave)
emitter.off('grid:move', onGridMove)
emitter.off('tool:cancel', onCancel)
window.removeEventListener('pointerup', onPlacementDragPointerUp)
window.removeEventListener('keydown', onKeyDown)
}
}, [movingDoorNode, exitMoveMode])
+45
View File
@@ -0,0 +1,45 @@
'use client'
import { EDITOR_LAYER } from '@pascal-app/editor'
import { buildDoorPreviewMesh } from '@pascal-app/viewer'
import { useEffect, useMemo } from 'react'
import { applyGhost } from '../shared/ghost-materials'
import type { DoorNode } from './schema'
/**
* Translucent preview of a door — used by the placement tool's floating ghost.
*
* Builds the door mesh via buildDoorPreviewMesh (so the preview shape stays in
* lockstep with committed doors), then applies ghost treatment (translucent,
* raycast-off, tinted red if invalid).
*
* The root mesh's layer is set to EDITOR_LAYER because the invisible hitbox
* material on SCENE_LAYER would poison the WebGPU MRT pass (project gotcha).
*/
const DoorPreview = ({ node, invalid }: { node: DoorNode; invalid?: boolean }) => {
const mesh = useMemo(() => {
const m = buildDoorPreviewMesh(node)
m.layers.set(EDITOR_LAYER)
return m
}, [node.width, node.height, node.frameDepth, node.openingShape, node.doorType, node.leafCount])
// Ghost treatment (clone + tint + raycast-off) re-applies if `invalid`
// flips; its cleanup only disposes the clones it made.
useEffect(() => applyGhost(mesh, { invalid }), [mesh, invalid])
// Geometry is freshly built per `mesh` and owned here — dispose it only
// when the mesh itself is replaced/unmounted, never on an `invalid` toggle.
useEffect(
() => () => {
mesh.traverse((obj) => {
const m = obj as { geometry?: { dispose: () => void } }
m.geometry?.dispose()
})
},
[mesh],
)
return <primitive object={mesh} />
}
export default DoorPreview
+271 -221
View File
@@ -11,6 +11,7 @@ import {
spatialGridManager,
useScene,
type WallEvent,
type WallNode,
} from '@pascal-app/core'
import {
calculateCursorRotation,
@@ -22,7 +23,7 @@ import {
useAlignmentGuides,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import {
@@ -33,6 +34,7 @@ import {
} from '../shared/roof-wall-opening-placement'
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './door-math'
import DoorPreview from './preview'
const edgeMaterial = new LineBasicNodeMaterial({
color: 0xef_44_44,
@@ -45,31 +47,61 @@ const FALLBACK_WIDTH = 0.9
const FALLBACK_HEIGHT = 2.1
const roofFallbackPoint = new Vector3()
// What currently owns the cursor frame: a wall/roof mesh hover, or null when
// the cursor is over open floor (the grid handler then free-follows).
type HostKind = 'wall' | 'roof' | null
/**
* Door tool — places DoorNodes on walls and on roof-segment wall faces
* (the generated base walls under a roof, including coplanar gable ends).
* Doors always sit at floor level (clampedY = height/2 — segment base for
* roof-hosted doors).
*
* The ghost follows the cursor everywhere (like moving an item): over open
* floor it floats as an invalid (unplaceable) ghost; the moment the cursor
* ray hovers a wall (or roof-segment face) the real draft snaps onto it.
* Snapping engages only on an actual mesh hover — no proximity magnet — since
* the wall side faces are big raycast targets.
*/
const DoorTool: React.FC = () => {
const draftRef = useRef<DoorNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
// Off-host floating ghost: the real door geometry follows the cursor over
// the grid (tinted invalid). Mutually exclusive with the on-host draft —
// when a draft + wireframe is shown this is null and vice-versa.
const [fallbackPose, setFallbackPose] = useState<{
position: [number, number, number]
rotationY: number
} | null>(null)
const ghostStub = useMemo(() => DoorNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0] }), [])
useEffect(() => {
useScene.temporal.getState().pause()
let hostKind: HostKind = null
// timeStamp of the most recent wall/roof mesh event. A wall/roof hover and
// the grid raycast from the SAME pointermove share the source DOM event's
// timeStamp, so the grid handler can detect "a mesh handler already owns
// this frame" without depending on event order or on a leave firing (node
// events are suppressed during a camera drag, so a sticky boolean would
// strand the draft after an orbit; a per-frame timestamp self-heals).
let lastMeshEventTime = -1
// R flips the door's facing side mid-placement (front ↔ back). On a wall
// the chosen side is `getSideFromNormal(normal)` flipped by `sideFlip`;
// re-applied to the last wall hover so the flip shows live before commit.
let sideFlip = false
let lastWallEvent: WallEvent | null = null
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const getSlabElevationForWall = (wall: WallNode) =>
spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end)
const markHostDirty = (hostId: string) => {
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
@@ -86,17 +118,22 @@ const DoorTool: React.FC = () => {
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
setFallbackPose(null)
}
// Alignment candidates — anchors of every alignable object; refreshed
// after each placement. A door aligns by the plan position of its centre.
let alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
// On-host cursor: the green/red wireframe outline tracks a live draft.
// Showing it always clears the off-host floating ghost (they never
// coexist — a draft means the cursor is on a valid host).
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
setFallbackPose(null)
const group = cursorGroupRef.current
if (!group) return
group.visible = true
@@ -105,237 +142,134 @@ const DoorTool: React.FC = () => {
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
}
const showFallbackCursor = (event: GridEvent) => {
if (draftRef.current) return
const [x, y, z] = event.localPosition
updateCursor([x, y + FALLBACK_HEIGHT / 2, z], 0, false)
// Off-host fallback: hide the wireframe outline and float the real door
// geometry (tinted invalid) at the cursor so the armed tool is visible.
const showGhostAt = (position: [number, number, number]) => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
setFallbackPose({ position, rotationY: 0 })
useAlignmentGuides.getState().clear()
}
const showRoofFallbackCursor = (event: RoofEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z], 0, false)
useAlignmentGuides.getState().clear()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z])
}
const showWallFallbackCursor = (event: WallEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z], 0, false)
useAlignmentGuides.getState().clear()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2, z])
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (isCurvedWall(event.node)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
const levelId = getLevelId()
if (!levelId) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (event.node.parentId !== levelId) {
destroyDraft()
showWallFallbackCursor(event)
return
}
destroyDraft()
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const width = 0.9
const height = 2.1
// Settle a wall target: alignment snap → clamp → overlap check. Pure read.
const resolveWallPlacement = (
wall: WallNode,
rawLocalX: number,
width: number,
height: number,
bypass: boolean,
bypassSnap: boolean,
ignoreId?: string,
) => {
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
wallNode: wall,
rawLocalX,
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
bypass,
bypassSnap,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
const node = DoorNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
const { clampedX, clampedY } = clampToWall(wall, localX, width, height)
const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
return { clampedX, clampedY, valid }
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (isCurvedWall(event.node)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (event.node.parentId !== getLevelId()) {
destroyDraft()
showWallFallbackCursor(event)
return
}
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
// Shared create/update path for the wall draft — used by the direct
// wall-mesh hover and the floor proximity snap. Reuses the existing draft
// (reparenting only on an actual wall change to avoid churning the host's
// children array, which flashes 0-vertex wall geometry in WebGPU).
const applyWallTarget = (args: {
wall: WallNode
rawLocalX: number
side: 'front' | 'back'
itemRotation: number
cursorRotationY: number
bypass: boolean
bypassSnap: boolean
}) => {
const { wall, rawLocalX, side, itemRotation, cursorRotationY, bypass, bypassSnap } = args
const width = draftRef.current?.width ?? 0.9
const height = draftRef.current?.height ?? 2.1
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const { clampedX, clampedY } = clampToWall(event.node, localX, width, height)
// Draft may be null after a successful placement (the click handler
// deletes it and relies on the wall rebuild → pointer-enter cascade to
// recreate it). Recreate it here on the first subsequent move so the
// preview is ready for the next click without requiring a leave/enter.
if (!draftRef.current) {
const levelId = getLevelId()
if (levelId && event.node.parentId === levelId) {
const node = DoorNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
}
const node = DoorNode.parse({
position: [0, height / 2, 0],
rotation: [0, itemRotation, 0],
side,
wallId: wall.id,
parentId: wall.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, wall.id as AnyNodeId)
draftRef.current = node
}
if (draftRef.current) {
// Update the scene store on every move so the 2D floor plan
// stays in sync (it re-renders from `node.position`). Only
// forward `parentId` / `wallId` when the wall actually changed
// — otherwise the reparent path churns the host wall's
// `children` array every tick, which re-renders the wall and
// briefly draws its 0-vertex placeholder geometry (WebGPU then
// flags "Vertex buffer slot 0 ... was not set").
const isSameWall = event.node.id === draftRef.current.parentId
if (isSameWall) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
})
markHostDirty(event.node.id)
} else {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
}
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
const { clampedX, clampedY, valid } = resolveWallPlacement(
wall,
rawLocalX,
width,
height,
draftRef.current?.id,
bypass,
bypassSnap,
draftRef.current.id,
)
if (wall.id === draftRef.current.parentId) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
})
markHostDirty(wall.id)
} else {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: wall.id,
wallId: wall.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
updateCursor(
wallLocalToWorld(
event.node,
wall,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
getSlabElevationForWall(wall),
),
cursorRotation,
cursorRotationY,
valid,
)
event.stopPropagation()
return { clampedX, clampedY, valid }
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width: draftRef.current.width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
draftRef.current.width,
draftRef.current.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
draftRef.current.width,
draftRef.current.height,
draftRef.current.id,
)
if (!valid) return
// Promote the draft into a permanent door. Shared by the wall-mesh click
// and the floor proximity click.
const commitDoorAtWall = (
wall: WallNode,
clampedX: number,
clampedY: number,
side: 'front' | 'back',
itemRotation: number,
) => {
const draft = draftRef.current
if (!draft) return
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
@@ -344,18 +278,17 @@ const DoorTool: React.FC = () => {
const state = useScene.getState()
const doorCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'door') return false
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return wall?.parentId === levelId
const w = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return w?.parentId === levelId
}).length
const name = `Door ${doorCount + 1}`
const node = DoorNode.parse({
name,
name: `Door ${doorCount + 1}`,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
wallId: wall.id,
parentId: wall.id,
width: draft.width,
height: draft.height,
doorCategory: draft.doorCategory,
@@ -380,19 +313,107 @@ const DoorTool: React.FC = () => {
panicBarHeight: draft.panicBarHeight,
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
useScene.getState().createNode(node, wall.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().pause()
triggerSFX('sfx:structure-build')
alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
useAlignmentGuides.getState().clear()
}
// ── Direct wall-mesh hover ──────────────────────────────────────
const onWallHover = (event: WallEvent) => {
hostKind = 'wall'
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (
!isValidWallSideFace(event.normal) ||
isCurvedWall(event.node) ||
event.node.parentId !== getLevelId()
) {
destroyDraft()
showWallFallbackCursor(event)
return
}
lastWallEvent = event
const faceSide = getSideFromNormal(event.normal)
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
const flipOffset = sideFlip ? Math.PI : 0
const itemRotation = calculateItemRotation(event.normal) + flipOffset
const cursorRotation =
calculateCursorRotation(event.normal, event.node.start, event.node.end) + flipOffset
const bypassSnap = event.nativeEvent?.shiftKey === true
const bypass = event.nativeEvent?.altKey === true || bypassSnap
applyWallTarget({
wall: event.node,
rawLocalX: event.localPosition[0],
side,
itemRotation,
cursorRotationY: cursorRotation,
bypass,
bypassSnap,
})
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (
!isValidWallSideFace(event.normal) ||
isCurvedWall(event.node) ||
event.node.parentId !== getLevelId()
) {
return
}
const faceSide = getSideFromNormal(event.normal)
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
const itemRotation = calculateItemRotation(event.normal) + (sideFlip ? Math.PI : 0)
const bypassSnap = event.nativeEvent?.shiftKey === true
const bypass = event.nativeEvent?.altKey === true || bypassSnap
const { clampedX, clampedY, valid } = resolveWallPlacement(
event.node,
event.localPosition[0],
draftRef.current.width,
draftRef.current.height,
bypass,
bypassSnap,
draftRef.current.id,
)
if (!valid) return
commitDoorAtWall(event.node, clampedX, clampedY, side, itemRotation)
event.stopPropagation()
}
const onWallLeave = () => {
if (hostKind !== 'wall') return
lastWallEvent = null
destroyDraft()
hideCursor()
hostKind = null
}
// ── Floor free-follow ───────────────────────────────────────────
// Over open floor the ghost follows the cursor like a moving item. It does
// NOT snap from proximity — snapping engages only when the cursor ray
// actually hovers a wall (onWallHover) or roof face (onRoofHover).
const onGridFreeFollow = (event: GridEvent) => {
if (useViewer.getState().cameraDragging) return
// A wall/roof mesh handler processed this exact pointermove (R3F + the
// grid raycast share the source DOM event's timeStamp) — it owns the
// frame and has snapped the draft, so skip the floor follow this tick.
const ts = event.nativeEvent?.timeStamp ?? -1
if (ts === lastMeshEventTime) return
// Fresh floor-only frame: the cursor is off any wall/roof. Drop any draft
// and free-follow the cursor with the invalid (unplaceable) ghost.
hostKind = null
lastWallEvent = null
const [x, y, z] = event.localPosition
destroyDraft()
showGhostAt([x, y + FALLBACK_HEIGHT / 2, z])
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -414,6 +435,8 @@ const DoorTool: React.FC = () => {
}
const onRoofHover = (event: RoofEvent) => {
hostKind = 'roof'
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveRoofTarget(event)
if (!target) {
// On the roof but not over a placeable wall face (slope, soffit,
@@ -456,6 +479,7 @@ const DoorTool: React.FC = () => {
const draft = draftRef.current
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
@@ -508,42 +532,61 @@ const DoorTool: React.FC = () => {
}
const onRoofLeave = () => {
if (!draftRef.current?.roofSegmentId) return
if (hostKind !== 'roof') return
destroyDraft()
hideCursor()
hostKind = null
}
const onCancel = () => {
destroyDraft()
hideCursor()
hostKind = null
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
// R flips the door's facing side mid-placement (front ↔ back), like the
// committed-selected R flip. Only meaningful while snapped to a wall (the
// off-wall ghost has no orientation), so it acts only then — re-applying
// the last wall hover so the snapped preview flips live.
const onKeyDown = (e: KeyboardEvent) => {
if (e.key !== 'r' && e.key !== 'R') return
if (!lastWallEvent) return
const t = e.target as HTMLElement | null
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
e.preventDefault()
sideFlip = !sideFlip
triggerSFX('sfx:item-rotate')
onWallHover(lastWallEvent)
}
emitter.on('wall:enter', onWallHover)
emitter.on('wall:move', onWallHover)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('roof:enter', onRoofHover)
emitter.on('roof:move', onRoofHover)
emitter.on('roof:click', onRoofClick)
emitter.on('roof:leave', onRoofLeave)
emitter.on('grid:move', showFallbackCursor)
emitter.on('grid:move', onGridFreeFollow)
emitter.on('tool:cancel', onCancel)
window.addEventListener('keydown', onKeyDown)
return () => {
destroyDraft()
hideCursor()
useAlignmentGuides.getState().clear()
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallEnter)
emitter.off('wall:move', onWallMove)
emitter.off('wall:enter', onWallHover)
emitter.off('wall:move', onWallHover)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('roof:enter', onRoofHover)
emitter.off('roof:move', onRoofHover)
emitter.off('roof:click', onRoofClick)
emitter.off('roof:leave', onRoofLeave)
emitter.off('grid:move', showFallbackCursor)
emitter.off('grid:move', onGridFreeFollow)
emitter.off('tool:cancel', onCancel)
window.removeEventListener('keydown', onKeyDown)
}
}, [])
@@ -553,14 +596,21 @@ const DoorTool: React.FC = () => {
boxGeo.dispose()
return (
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
<>
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
{fallbackPose && (
<group position={fallbackPose.position} rotation-y={fallbackPose.rotationY}>
<DoorPreview invalid node={ghostStub} />
</group>
)}
</>
)
}
+15 -2
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildDormerGhostGeometry } from './geometry'
import type { DormerNode } from './schema'
@@ -12,7 +13,19 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const DormerPreview = ({ node }: { node: DormerNode }) => {
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.5,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
const DormerPreview = ({ node, invalid }: { node: DormerNode; invalid?: boolean }) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const geo = useMemo(
() => buildDormerGhostGeometry(node),
[node.width, node.depth, node.height, node.roofHeight, node.roofType, node.wallSkirtHeight],
@@ -20,7 +33,7 @@ const DormerPreview = ({ node }: { node: DormerNode }) => {
useEffect(() => () => geo.dispose(), [geo])
return <mesh geometry={geo} material={ghostMaterial} raycast={() => {}} />
return <mesh geometry={geo} material={material} raycast={() => {}} />
}
export default DormerPreview
+1 -1
View File
@@ -73,8 +73,8 @@ const DormerTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<DormerPreview node={previewNode} invalid />}
onInvalidTarget={clearPreview}
size={[1.8, 1.8, 1.4]}
/>
{activeBuildingId && segmentXform && hitLocal && (
<group position={segmentXform.position} quaternion={segmentXform.quaternion}>
+7 -4
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildDownspoutGeometry } from './geometry'
import type { DownspoutRouting } from './routing'
import type { DownspoutNode } from './schema'
@@ -19,9 +20,11 @@ import type { DownspoutNode } from './schema'
const DownspoutPreview = ({
node,
routing,
invalid,
}: {
node: DownspoutNode
routing?: DownspoutRouting | null
invalid?: boolean
}) => {
const geometry = useMemo(
() => buildDownspoutGeometry(node, routing),
@@ -40,17 +43,17 @@ const DownspoutPreview = ({
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.7,
metalness: 0.2,
transparent: true,
opacity: 0.55,
opacity: invalid ? 0.4 : 0.55,
depthWrite: false,
side: THREE.FrontSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -167,8 +167,8 @@ const DownspoutTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<DownspoutPreview node={previewNode} invalid />}
onInvalidTarget={() => setTarget(null)}
size={[0.2, 2.5, 0.2]}
validTarget="gutter"
/>
{activeBuildingId && target && (
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildEyebrowVentGeometry } from './geometry'
import type { EyebrowVentNode } from './schema'
@@ -11,7 +12,7 @@ import type { EyebrowVentNode } from './schema'
* so the ghost stays in lockstep with the committed vent. Raycast disabled so
* the preview doesn't intercept the cursor ray feeding the tool.
*/
const EyebrowVentPreview = ({ node }: { node: EyebrowVentNode }) => {
const EyebrowVentPreview = ({ node, invalid }: { node: EyebrowVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildEyebrowVentGeometry(node),
[node.width, node.depth, node.height, node.style, node.louverCount, node.backRatio],
@@ -20,17 +21,17 @@ const EyebrowVentPreview = ({ node }: { node: EyebrowVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.7,
metalness: 0.1,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -122,11 +122,11 @@ const EyebrowVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<EyebrowVentPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[1.2, 0.4, 0.5]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildGutterGeometry } from './geometry'
import type { GutterNode } from './schema'
@@ -20,7 +21,7 @@ import type { GutterNode } from './schema'
* of the trough walls and visually thicken the ghost relative to the
* placed gutter.
*/
const GutterPreview = ({ node }: { node: GutterNode }) => {
const GutterPreview = ({ node, invalid }: { node: GutterNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildGutterGeometry(node),
[
@@ -39,17 +40,17 @@ const GutterPreview = ({ node }: { node: GutterNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.7,
metalness: 0.2,
transparent: true,
opacity: 0.55,
opacity: invalid ? 0.4 : 0.55,
depthWrite: false,
side: THREE.FrontSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -147,8 +147,8 @@ const GutterTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<GutterPreview node={previewNode} invalid />}
onInvalidTarget={() => setTarget(null)}
size={[2, 0.2, 0.25]}
/>
{activeBuildingId && target && (
<group position={target.roof.position} rotation-y={target.roof.rotation}>
+6 -5
View File
@@ -2,10 +2,11 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildRidgeVentGeometry } from './geometry'
import type { RidgeVentNode } from './schema'
const RidgeVentPreview = ({ node }: { node: RidgeVentNode }) => {
const RidgeVentPreview = ({ node, invalid }: { node: RidgeVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildRidgeVentGeometry(node),
[node.length, node.width, node.height, node.style, node.endCaps],
@@ -14,17 +15,17 @@ const RidgeVentPreview = ({ node }: { node: RidgeVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0xff_ff_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissiveIntensity: 0.12,
roughness: 0.85,
metalness: 0.05,
transparent: true,
opacity: 0.55,
opacity: invalid ? 0.4 : 0.55,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -140,6 +140,7 @@ const RidgeVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<RidgeVentPreview node={previewNode} invalid />}
isValidRoofTarget={(event) => {
const hit = resolveRoofSegmentHit(
event.node as RoofNode,
@@ -150,7 +151,6 @@ const RidgeVentTool = () => {
return !!hit && !!resolveRidgeSnap(hit.segment, hit.localX, hit.localZ)
}}
onInvalidTarget={() => setPreviewPos(null)}
size={[2, 0.15, 0.35]}
/>
{activeBuildingId && previewPos && (
<group position={previewPos}>
@@ -0,0 +1,75 @@
'use client'
import type { Material, Mesh, Object3D, Raycaster } from 'three'
export const INVALID_GHOST_COLOR = 0xef_44_44
const NO_RAYCAST = (_raycaster: Raycaster, _intersects: unknown[]) => {}
/**
* Apply ghost material treatment to a preview mesh tree.
*
* Traverses the object tree, disables raycasting on all descendants (prevents
* cursor-ray starvation), and clones visible mesh materials to set translucency.
*
* When `invalid` is true, sets color/emissive to INVALID_GHOST_COLOR and opacity ~0.4.
* Otherwise sets opacity ~0.5 while preserving the original color.
*
* Skips: meshes whose material.visible === false (door/window root hitbox) and
* children named 'cutout'.
*
* Returns cleanup that disposes only the cloned materials (never originals or geometry).
*
* @param root - The preview mesh tree (typically from buildDoorPreviewMesh / buildWindowPreviewMesh)
* @param opts - { invalid?: boolean } whether to tint red for invalid placement
* @returns Cleanup function that disposes the cloned materials
*/
export function applyGhost(root: Object3D, opts?: { invalid?: boolean }): () => void {
const invalid = opts?.invalid ?? false
const cloned: Material[] = []
root.traverse((obj) => {
// Disable raycast on every descendant to prevent cursor-ray starvation.
obj.raycast = NO_RAYCAST
const mesh = obj as Mesh
if (!mesh.isMesh) return
if (mesh.name === 'cutout') return
const original = mesh.material
const wasArray = Array.isArray(original)
const cloneOne = (mat: Material): Material | null => {
// Skip invisible materials (door/window root hitbox).
if ((mat as { visible?: boolean }).visible === false) return null
const clone = mat.clone()
clone.transparent = true
clone.depthWrite = false
if (invalid) {
;(clone as { color?: { setHex: (c: number) => void } }).color?.setHex(INVALID_GHOST_COLOR)
;(clone as { emissive?: { setHex: (c: number) => void } }).emissive?.setHex(
INVALID_GHOST_COLOR,
)
clone.opacity = 0.4
} else {
clone.opacity = 0.5
}
cloned.push(clone)
return clone
}
if (wasArray) {
const clonedMats = original.map(cloneOne).filter((m): m is Material => m !== null)
if (clonedMats.length > 0) mesh.material = clonedMats
} else {
const clone = cloneOne(original)
if (clone) mesh.material = clone
}
})
return () => {
for (const mat of cloned) {
mat.dispose()
}
}
}
@@ -9,7 +9,7 @@ import {
sceneRegistry,
} from '@pascal-app/core'
import { DragBoundingBox } from '@pascal-app/editor'
import { useEffect, useRef, useState } from 'react'
import { type ReactNode, useEffect, useRef, useState } from 'react'
import { Vector3 } from 'three'
const INVALID_PREVIEW_COLOR = 0xef_44_44
@@ -17,6 +17,7 @@ type ValidTarget = 'roof' | 'gutter'
export function RoofAttachmentFallbackPreview({
activeBuildingId,
ghost,
isValidRoofTarget,
lift = 0,
onInvalidTarget,
@@ -24,10 +25,11 @@ export function RoofAttachmentFallbackPreview({
validTarget = 'roof',
}: {
activeBuildingId: string | null | undefined
ghost?: ReactNode
isValidRoofTarget?: (event: RoofEvent) => boolean
lift?: number
onInvalidTarget?: () => void
size: [number, number, number]
size?: [number, number, number]
validTarget?: ValidTarget
}) {
const [position, setPosition] = useState<[number, number, number] | null>(null)
@@ -100,6 +102,13 @@ export function RoofAttachmentFallbackPreview({
if (!(activeBuildingId && position)) return null
// When ghost is provided, render the ghost instead of DragBoundingBox
if (ghost) {
return <group position={position}>{ghost}</group>
}
// Fallback to DragBoundingBox for callers not yet migrated
if (!size) return null
return (
<DragBoundingBox
color={INVALID_PREVIEW_COLOR}
@@ -84,6 +84,32 @@ export function getRoofHostedOpeningLevelId(
return (roof.parentId as AnyNodeId | null) ?? null
}
/**
* The level that owns the wall-snap candidates for an opening (door /
* window), across all three parentings the 2D move can start from:
* - roof-hosted: opening → segment → roof → level (`getRoofHostedOpeningLevelId`).
* - wall-hosted (existing opening): parent is a wall → its parent is the level.
* - fresh placement (preset/catalog): the clone is parented straight to the
* LEVEL (`place-preset` sets `parentId: levelId`), so the parent IS the level.
*
* The fresh-placement case is the subtle one: treating the parent as always a
* wall (`parent.parentId`) resolves a fresh opening's level to the BUILDING,
* and `collectLevelWallSegments(building)` finds no walls — so a new door /
* window never snapped in 2D. Returns null when the parent chain is none of
* the above.
*/
export function getOpeningHostLevelId(
node: { parentId: string | null },
nodes: Record<string, AnyNode | undefined>,
): AnyNodeId | null {
const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
if (roofLevelId) return roofLevelId
const parent = node.parentId ? nodes[node.parentId] : undefined
if (!parent) return null
if (parent.type === 'level') return parent.id as AnyNodeId
return (parent.parentId as AnyNodeId | null) ?? null
}
/**
* Level-plan [x, z] of a roof-hosted node — its face-local center mapped
* through the face frame, then composed through the segment's and roof's
+38 -76
View File
@@ -1,9 +1,11 @@
import {
type AnyNode,
type AnyNodeId,
collectLevelWallSegments,
getScaledDimensions,
type ItemNode,
isCurvedWall,
nearestWallSegment,
WALL_SNAP_DISTANCE_M,
type WallNode,
} from '@pascal-app/core'
@@ -22,8 +24,6 @@ import {
* rejects curved walls (mitering + arc + opening would tear in 3D).
*/
const WALL_SNAP_DISTANCE_M = 1.5
export type WallHit = {
wall: WallNode
/** Distance along the wall from `start` (clamped to [0, length]). */
@@ -61,10 +61,14 @@ export function projectWallLocalPointToPlan(
}
/**
* Walk every wall under `parentLevelId` and return the closest one to
* `planPoint`, or `null` if no wall is within `WALL_SNAP_DISTANCE_M`.
* `excludeWallId` skips a specific wall (e.g. the current parent during
* a re-parent flow if you want a "must change" guard).
* Return the single closest wall under `parentLevelId` to `planPoint` — the
* wall whose segment-Voronoi cell the point lies in — or `null` if nothing is
* within `WALL_SNAP_DISTANCE_M`. `excludeWallId` skips a specific wall.
*
* The nearest-segment scan + curved-wall filter live in core
* (`collectLevelWallSegments` / `nearestWallSegment`) so the editor's 2D
* Voronoi debug overlay classifies points with the exact same math — the
* overlay is then a faithful picture of where this snaps.
*/
export function findClosestWallInPlan(
planPoint: readonly [number, number],
@@ -72,78 +76,36 @@ export function findClosestWallInPlan(
parentLevelId: AnyNodeId | null,
excludeWallId?: AnyNodeId,
): WallHit | null {
if (!parentLevelId) return null
const level = nodes[parentLevelId]
const childIds = (level as unknown as { children?: AnyNodeId[] })?.children
if (!Array.isArray(childIds)) return null
const segments = collectLevelWallSegments(nodes, parentLevelId)
const closest = nearestWallSegment(
segments,
planPoint[0],
planPoint[1],
WALL_SNAP_DISTANCE_M,
excludeWallId,
)
if (!closest) return null
let best: WallHit | null = null
const { segment, along, perp } = closest
// Side determination, calibrated to the 3D wall convention. In wall-local
// space the wall extends along +X and its +Z axis is the front-face normal;
// `perp >= 0` is consistently the front side (see `closestOnSegment`).
const side: 'front' | 'back' = perp >= 0 ? 'front' : 'back'
// Wall-local rotation matching 3D `calculateItemRotation`: 0 front, π back.
// The node is parented to the wall, so this composes with the wall's own
// rotation at render — never a world-space rotation here.
const itemRotation = side === 'front' ? 0 : Math.PI
for (const childId of childIds) {
const node = nodes[childId]
if (!node || node.type !== 'wall') continue
if (childId === excludeWallId) continue
const wall = node as WallNode
if (isCurvedWall(wall)) continue
const sx = wall.start[0]
const sy = wall.start[1]
const dx = wall.end[0] - sx
const dy = wall.end[1] - sy
const wallLength = Math.hypot(dx, dy)
if (wallLength < 1e-6) continue
const dirX = dx / wallLength
const dirY = dy / wallLength
// Project pointer onto wall axis.
const px = planPoint[0] - sx
const py = planPoint[1] - sy
const along = px * dirX + py * dirY
const perpRaw = px * -dirY + py * dirX // signed perpendicular distance
const clampedAlong = Math.max(0, Math.min(wallLength, along))
// Distance from the pointer to the wall segment (not just the line).
const closestPointX = sx + dirX * clampedAlong
const closestPointY = sy + dirY * clampedAlong
const distance = Math.hypot(planPoint[0] - closestPointX, planPoint[1] - closestPointY)
if (distance > WALL_SNAP_DISTANCE_M) continue
if (best && distance >= Math.abs(best.perpDistance) && best.wall.id !== wall.id) continue
// Side determination, calibrated to the 3D wall convention. In
// wall-local space the wall extends along +X and its +Z axis is the
// front-face normal. After `mesh.rotation.y = -wallAngle`:
// - For a wall going `+X` in plan (wallAngle=0): wall-local +Z
// maps to world +Z = plan +Y, so the front face is on plan +Y.
// `perpRaw = py` is positive → front.
// - For a wall going `+Y` in plan (wallAngle=π/2): wall-local +Z
// maps to world -X = plan -X, so the front face is on plan -X.
// `perpRaw = -px` is positive there → front.
// So `perpRaw >= 0` is consistently the front side. The earlier
// labelling had this flipped, which produced rotations that were
// off by 90° on non-horizontal walls.
const side: 'front' | 'back' = perpRaw >= 0 ? 'front' : 'back'
// Rotation in wall-local space — matches 3D `calculateItemRotation`:
// 0 when the item faces the front normal (+Z), π for the back. The
// node is parented to the wall, so this composes with the wall's
// own rotation when rendered. Don't return a world-space rotation
// here — the consumer writes this straight into `node.rotation[1]`.
const itemRotation = side === 'front' ? 0 : Math.PI
best = {
wall,
localX: clampedAlong,
perpDistance: perpRaw,
side,
dirX,
dirY,
wallLength,
itemRotation,
}
return {
wall: segment.wall,
localX: along,
perpDistance: perp,
side,
dirX: segment.dirX,
dirY: segment.dirY,
wallLength: segment.length,
itemRotation,
}
return best
}
/** Figma-style along-wall alignment threshold (meters) — parity with the
+16 -3
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildFrameGeometry } from './frame-csg'
import type { SkylightNode } from './schema'
@@ -15,7 +16,19 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const SkylightPreview = ({ node }: { node: SkylightNode }) => {
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.5,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
const SkylightPreview = ({ node, invalid }: { node: SkylightNode; invalid?: boolean }) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const frame = useMemo(
() =>
buildFrameGeometry({
@@ -48,8 +61,8 @@ const SkylightPreview = ({ node }: { node: SkylightNode }) => {
return (
<group>
<mesh geometry={frame} material={ghostMaterial} raycast={() => {}} />
<mesh geometry={glass} material={ghostMaterial} raycast={() => {}} />
<mesh geometry={frame} material={material} raycast={() => {}} />
<mesh geometry={glass} material={material} raycast={() => {}} />
</group>
)
}
+1 -1
View File
@@ -114,11 +114,11 @@ const SkylightTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<SkylightPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[1.2, 0.2, 1]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+15 -2
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildSolarPanelGeometry } from './geometry'
import type { SolarPanelNode } from './schema'
@@ -15,7 +16,19 @@ const ghostMaterial = new THREE.MeshStandardMaterial({
depthWrite: false,
})
const SolarPanelPreview = ({ node }: { node: SolarPanelNode }) => {
const invalidGhostMaterial = new THREE.MeshStandardMaterial({
color: INVALID_GHOST_COLOR,
emissive: INVALID_GHOST_COLOR,
emissiveIntensity: 0.12,
roughness: 0.5,
transparent: true,
opacity: 0.4,
depthWrite: false,
})
const SolarPanelPreview = ({ node, invalid }: { node: SolarPanelNode; invalid?: boolean }) => {
const material = invalid ? invalidGhostMaterial : ghostMaterial
const geometry = useMemo(
() => buildSolarPanelGeometry(node),
[
@@ -38,7 +51,7 @@ const SolarPanelPreview = ({ node }: { node: SolarPanelNode }) => {
return (
<mesh
geometry={geometry}
material={ghostMaterial}
material={material}
raycast={() => {
/* preview should not intercept the cursor */
}}
+1 -1
View File
@@ -135,11 +135,11 @@ const SolarPanelTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<SolarPanelPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[1.8, 0.2, 1.2]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+6 -5
View File
@@ -2,6 +2,7 @@
import { useEffect, useMemo } from 'react'
import * as THREE from 'three'
import { INVALID_GHOST_COLOR } from '../shared/ghost-materials'
import { buildTurbineVentGeometry } from './geometry'
import type { TurbineVentNode } from './schema'
@@ -12,7 +13,7 @@ import type { TurbineVentNode } from './schema'
* lockstep with the committed vent. Raycast is disabled so the preview
* doesn't intercept the cursor ray feeding the placement tool.
*/
const TurbineVentPreview = ({ node }: { node: TurbineVentNode }) => {
const TurbineVentPreview = ({ node, invalid }: { node: TurbineVentNode; invalid?: boolean }) => {
const geometry = useMemo(
() => buildTurbineVentGeometry(node),
[node.style, node.diameter, node.height, node.neckHeight, node.vaneCount, node.baseOverhang],
@@ -21,17 +22,17 @@ const TurbineVentPreview = ({ node }: { node: TurbineVentNode }) => {
const material = useMemo(
() =>
new THREE.MeshStandardMaterial({
color: 0xff_ff_ff,
emissive: 0x6c_a3_ff,
color: invalid ? INVALID_GHOST_COLOR : 0xff_ff_ff,
emissive: invalid ? INVALID_GHOST_COLOR : 0x6c_a3_ff,
emissiveIntensity: 0.18,
roughness: 0.6,
metalness: 0.2,
transparent: true,
opacity: 0.35,
opacity: invalid ? 0.4 : 0.35,
depthWrite: false,
side: THREE.DoubleSide,
}),
[],
[invalid],
)
const edgesGeometry = useMemo(() => new THREE.EdgesGeometry(geometry, 25), [geometry])
+1 -1
View File
@@ -122,11 +122,11 @@ const TurbineVentTool = () => {
<>
<RoofAttachmentFallbackPreview
activeBuildingId={activeBuildingId}
ghost={<TurbineVentPreview node={previewNode} invalid />}
onInvalidTarget={() => {
setPreviewPos(null)
setPreviewSurfaceQuat(null)
}}
size={[0.5, 0.8, 0.5]}
/>
{activeBuildingId && previewPos && previewSurfaceQuat && (
<group position={previewPos}>
+90 -19
View File
@@ -2,16 +2,15 @@ import {
type AnyNodeId,
type FloorplanMoveTarget,
type FloorplanMoveTargetSession,
useLiveTransforms,
useScene,
type WallNode,
WallNode as WallNodeSchema,
type WindowNode,
} from '@pascal-app/core'
import { snapToHalf } from '@pascal-app/editor'
import { snapToHalf, usePlacementPreview } from '@pascal-app/editor'
import { createFloorplanCursorResolver } from '../shared/floorplan-cursor'
import {
getRoofHostedOpeningLevelId,
getRoofHostedOpeningPlanPoint,
} from '../shared/roof-opening-host'
import { getOpeningHostLevelId, getRoofHostedOpeningPlanPoint } from '../shared/roof-opening-host'
import {
findClosestWallInPlan,
projectWallLocalPointToPlan,
@@ -32,15 +31,9 @@ import { clampToWall, hasWallChildOverlap } from './window-math'
*/
export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ node }) => {
const startLevelId = (() => {
// Wall-hosted: the wall's parent is the level. Roof-hosted: walk
// segment → roof → level.
const nodes = useScene.getState().nodes
const roofLevelId = getRoofHostedOpeningLevelId(node, nodes)
if (roofLevelId) return roofLevelId
const wall = nodes[node.parentId as AnyNodeId]
return wall ? (wall.parentId as AnyNodeId | null) : null
})()
// The level that owns the wall-snap candidates — resolves the wall-hosted,
// roof-hosted, and fresh-placement parentings (see `getOpeningHostLevelId`).
const startLevelId = getOpeningHostLevelId(node, useScene.getState().nodes)
const originalWall = node.parentId
? (useScene.getState().nodes[node.parentId as AnyNodeId] as WallNode | undefined)
: undefined
@@ -50,12 +43,21 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
? projectWallLocalPointToPlan(originalWall, node.position[0])
: (getRoofHostedOpeningPlanPoint(node, useScene.getState().nodes) ?? [node.position[0], 0]),
metadata: node.metadata,
// Absolute: query the wall snap with the TRUE cursor (see the matching
// comment in `doorFloorplanMoveTarget`). Relative mode anchored the search
// to the original wall, which let the window snap to a farther wall across
// a thin gap instead of the one under the cursor.
mode: 'absolute',
})
// Preserve the source window's local Y — 2D move doesn't have a way
// to express vertical motion, so we keep whatever vertical position
// the window had when the move started.
const startLocalY = node.position[1]
// the window had when the move started. A fresh preset/catalog clone is
// created at y=0, which would sit the window's centre on the floor (half
// below ground); default those to a realistic sill so it floats above
// the floor in 2D too. Same rule as the 3D `MoveWindowTool` (`getSillCenterY`).
const DEFAULT_SILL = 0.9
const startLocalY = node.position[1] > 0.1 ? node.position[1] : DEFAULT_SILL + node.height / 2
// Track the last successful placement so `commit()` can write it
// atomically — same deterministic-commit fix as `doorFloorplanMoveTarget`.
@@ -69,13 +71,72 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
roofFace: undefined
} | null = null
// R flips the window's facing (front ↔ back) mid-placement — see
// `doorFloorplanMoveTarget`. `apply` re-derives the side each move, so the
// flip is a persistent XOR plus a π rotation offset.
let flipped = false
let lastApply: {
planPoint: readonly [number, number]
modifiers: { shiftKey: boolean; altKey: boolean; ctrlKey: boolean; metaKey: boolean }
} | null = null
// See `doorFloorplanMoveTarget`: off-wall the window free-follows the cursor
// as a ghost and isn't committable (it needs a wall). Starts true.
let onWall = true
const freeFollow = (planPoint: readonly [number, number]) => {
onWall = false
lastValid = null
if ((useScene.getState().nodes[node.id as AnyNodeId] as WindowNode | undefined)?.visible) {
useScene.getState().updateNode(node.id as AnyNodeId, { visible: false })
}
const half = node.width / 2 + 0.5
const wall = WallNodeSchema.parse({
start: [planPoint[0] - half, planPoint[1]],
end: [planPoint[0] + half, planPoint[1]],
thickness: 0.1,
})
const ghost = {
...node,
parentId: wall.id,
wallId: wall.id,
roofSegmentId: undefined,
roofFace: undefined,
position: [half, startLocalY, 0] as [number, number, number],
rotation: [0, 0, 0] as [number, number, number],
visible: true,
} as WindowNode
usePlacementPreview.getState().set(ghost, wall)
}
const session: FloorplanMoveTargetSession = {
affectedIds: [node.id as AnyNodeId],
flipSide() {
flipped = !flipped
if (lastApply) this.apply(lastApply)
},
apply({ planPoint, modifiers }) {
lastApply = { planPoint, modifiers }
// Drop any stale live transform left by the 3D `MoveWindowTool` — see
// `doorFloorplanMoveTarget.apply`. Without this the 2D registry layer
// keeps rendering the window at the 3D tool's last hover (it prefers
// `useLiveTransforms` over the scene node for door/window), so the 2D
// slide — which writes the scene node — wouldn't show. Guarded on
// existence: `clear` allocates a new Map + re-renders.
if (useLiveTransforms.getState().transforms.has(node.id as AnyNodeId)) {
useLiveTransforms.getState().clear(node.id as AnyNodeId)
}
const nodes = useScene.getState().nodes
const resolvedPlanPoint = resolveCursor(planPoint)
const hit = findClosestWallInPlan(resolvedPlanPoint, nodes, startLevelId)
if (!hit) return
if (!hit) {
freeFollow(resolvedPlanPoint)
return
}
onWall = true
usePlacementPreview.getState().clear()
if ((nodes[node.id as AnyNodeId] as WindowNode | undefined)?.visible === false) {
useScene.getState().updateNode(node.id as AnyNodeId, { visible: true })
}
// Figma-style along-wall alignment first (edge-to-edge with other
// openings / wall ends), winning over the 0.5m grid snap; falls back
@@ -99,10 +160,17 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
node.height,
)
const side: WindowNode['side'] = flipped
? hit.side === 'front'
? 'back'
: 'front'
: hit.side
const itemRotation = hit.itemRotation + (flipped ? Math.PI : 0)
lastValid = {
position: [clampedX, clampedY, 0],
rotation: [0, hit.itemRotation, 0],
side: hit.side,
rotation: [0, itemRotation, 0],
side,
parentId: hit.wall.id,
wallId: hit.wall.id,
// Re-anchoring to a wall ends any roof-segment hosting; the
@@ -119,6 +187,9 @@ export const windowFloorplanMoveTarget: FloorplanMoveTarget<WindowNode> = ({ nod
])
},
canCommit() {
// Off-wall the window is free-following — not placeable; the overlay
// reverts to the pre-move snapshot. Matches the 3D move.
if (!onWall) return false
const live = useScene.getState().nodes[node.id as AnyNodeId] as WindowNode | undefined
if (!live || live.type !== 'window') return false
const overlapping = hasWallChildOverlap(
+140 -43
View File
@@ -2,6 +2,7 @@ import {
type AnyNodeId,
collectAlignmentAnchors,
emitter,
type GridEvent,
isCurvedWall,
type RoofEvent,
type RoofNode,
@@ -101,6 +102,15 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
let currentHostId: string | null = movingWindowNode.parentId
let committed = false
// Off-wall free-follow: over empty floor the window is parented to the
// level and tracks the cursor like an item. `freeFollowing` marks that
// state; `lastMeshEventTime` defers the floor handler whenever a wall/roof
// mesh event owns the same pointermove — that's the only thing that snaps.
let freeFollowing = false
let lastMeshEventTime = -1
// The window's chosen facing side. R flips it mid-placement (front ↔ back),
// matching the committed-selected R flip. Initialised from the moving node.
let sideOverride: WindowNode['side'] = movingWindowNode.side
let dragAnchor: {
wallId: string
rawX: number
@@ -141,6 +151,17 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
// Sill-center height used while the window isn't on a wall (free-follow and
// proximity). Fresh preset clones are created at position [0,0,0], which
// would bury half the window below the floor; default such windows to a
// ~0.9m sill so the ghost floats at a realistic height. An existing window
// keeps its own sill.
const DEFAULT_SILL = 0.9
const getSillCenterY = () => {
const y = movingWindowNode.position[1]
return y > 0.1 ? y : DEFAULT_SILL + movingWindowNode.height / 2
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
@@ -183,9 +204,12 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const faceSide = getSideFromNormal(event.normal)
const side = sideOverride ?? faceSide
const rotationOffset = side !== faceSide ? Math.PI : 0
const itemRotation = calculateItemRotation(event.normal) + rotationOffset
const cursorRotation =
calculateCursorRotation(event.normal, event.node.start, event.node.end) + rotationOffset
const rawLocalX = event.localPosition[0]
const rawLocalY = event.localPosition[1]
@@ -287,11 +311,13 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
}
const onWallEnter = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveMoveTarget(event)
if (!target) {
onWallLeave()
return
}
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
@@ -299,6 +325,7 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
}
const onWallMove = (event: WallEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (!isValidWallSideFace(event.normal)) {
onWallLeave()
return
@@ -318,21 +345,17 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
onWallLeave()
return
}
freeFollowing = false
lastTarget = target
lastRoofEvent = null
applyPreview(target)
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
// Promote the moving window into its committed wall placement. Shared by
// the direct wall-mesh click and the floor proximity click.
const commitToWall = (target: NonNullable<typeof lastTarget>) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
if (!target?.valid) return
committed = true
let placedId: string
@@ -398,31 +421,78 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
hideCursor()
useViewer.getState().setSelection({ selectedIds: [placedId] })
exitMoveMode()
}
const onWallClick = (event: WallEvent) => {
if (committed) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
if (!target?.valid) return
commitToWall(target)
event.stopPropagation()
}
const onWallLeave = () => {
// The cursor left the wall mesh. Don't snap back to the origin/original
// here — the floor proximity handler (onGridMove) takes over on the same
// pointermove: it snaps to a nearby wall or free-follows the cursor, so
// the window never blinks back to the building origin between a wall and
// open floor. Revert is left to free-follow / cancel / commit.
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return // No original to restore for duplicates
// Move mode: restore to original position while off-wall
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
// Free-follow: the window rides the cursor over empty floor, parented to
// the level like an item node, kept at a sensible sill height. No wall to
// attach to, so it is not committable here.
const freeFollowAt = (localX: number, localZ: number) => {
freeFollowing = true
lastTarget = null
lastRoofEvent = null
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
const levelId = getLevelId()
const sillCenterY = getSillCenterY()
// Keep the R-flip visible while free-following (back = rotated π).
const yaw = sideOverride === 'back' ? Math.PI : 0
if (currentHostId !== levelId) {
if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
useScene.getState().updateNode(movingWindowNode.id, {
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
parentId: levelId ?? undefined,
wallId: undefined,
roofSegmentId: undefined,
roofFace: undefined,
})
currentHostId = levelId
} else {
useScene.getState().updateNode(movingWindowNode.id, {
position: [localX, sillCenterY, localZ],
rotation: [0, yaw, 0],
side: sideOverride,
})
}
currentHostId = original.parentId
useScene.getState().updateNode(movingWindowNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
})
if (original.parentId) markHostDirty(original.parentId)
}
const onGridMove = (event: GridEvent) => {
if (committed) return
if (useViewer.getState().cameraDragging) return
// A wall/roof mesh handler owns this exact pointermove (shared DOM
// timeStamp): the cursor ray is on a wall/roof, so it snaps. Otherwise
// the cursor is over open floor — free-follow it. No proximity magnet:
// snapping engages only when the cursor ray actually hovers a wall.
if (event.nativeEvent?.timeStamp === lastMeshEventTime) return
const [x, , z] = event.localPosition
freeFollowAt(x, z)
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -449,12 +519,14 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
}
const onRoofHover = (event: RoofEvent) => {
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveRoofMoveTarget(event)
if (!target) {
onRoofLeave()
return
}
// Wall-frame drag anchor / live transform don't apply on a roof face.
freeFollowing = false
dragAnchor = null
lastTarget = null
lastRoofEvent = event
@@ -553,26 +625,13 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
}
const onRoofLeave = () => {
// Mirror onWallLeave: don't revert to origin here — onGridMove takes
// over on the same pointermove (snap to a nearby wall or free-follow).
hideCursor()
useLiveTransforms.getState().clear(movingWindowNode.id)
dragAnchor = null
lastTarget = null
lastRoofEvent = null
if (isNew) return
if (currentHostId && currentHostId !== original.parentId) {
markHostDirty(currentHostId)
}
currentHostId = original.parentId
useScene.getState().updateNode(movingWindowNode.id, {
position: original.position,
rotation: original.rotation,
side: original.side,
parentId: original.parentId,
wallId: original.wallId,
roofSegmentId: original.roofSegmentId,
roofFace: original.roofFace,
})
if (original.parentId) markHostDirty(original.parentId)
}
const onCancel = () => {
@@ -600,13 +659,47 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
const onPlacementDragPointerUp = (event: PointerEvent) => {
if (!consumePlacementDragRelease(event)) return
if (lastTarget) {
onWallClick(lastTarget.event)
// Free-following over open floor can't commit (no wall). A wall hover
// target commits via commitToWall; a roof face via onRoofClick.
if (lastTarget?.valid && !freeFollowing) {
commitToWall(lastTarget)
return
}
if (lastRoofEvent) onRoofClick(lastRoofEvent)
}
// R flips the window's facing side mid-placement (front ↔ back), like the
// committed-selected R flip — usable before commit, whether snapped to a
// wall or free-following. No-op on a roof-segment face (front-only host).
const onKeyDown = (e: KeyboardEvent) => {
if (committed) return
if (e.key !== 'r' && e.key !== 'R') return
const target = e.target as HTMLElement | null
if (
target &&
(target.tagName === 'INPUT' || target.tagName === 'TEXTAREA' || target.isContentEditable)
) {
return
}
const onWall = lastTarget !== null
if (!(onWall || freeFollowing)) return
e.preventDefault()
sideOverride = sideOverride === 'front' ? 'back' : 'front'
triggerSFX('sfx:item-rotate')
if (onWall) {
const next = resolveMoveTarget(lastTarget!.event)
if (next) {
lastTarget = next
applyPreview(next)
}
} else {
useScene.getState().updateNode(movingWindowNode.id, {
side: sideOverride,
rotation: [0, sideOverride === 'back' ? Math.PI : 0, 0],
})
}
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
emitter.on('wall:click', onWallClick)
@@ -615,8 +708,10 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
emitter.on('roof:move', onRoofHover)
emitter.on('roof:click', onRoofClick)
emitter.on('roof:leave', onRoofLeave)
emitter.on('grid:move', onGridMove)
emitter.on('tool:cancel', onCancel)
window.addEventListener('pointerup', onPlacementDragPointerUp)
window.addEventListener('keydown', onKeyDown)
return () => {
// Safety cleanup: if still transient on unmount (e.g. phase switch mid-move)
@@ -653,8 +748,10 @@ const MoveWindowTool: React.FC<{ node: WindowNode }> = ({ node: movingWindowNode
emitter.off('roof:move', onRoofHover)
emitter.off('roof:click', onRoofClick)
emitter.off('roof:leave', onRoofLeave)
emitter.off('grid:move', onGridMove)
emitter.off('tool:cancel', onCancel)
window.removeEventListener('pointerup', onPlacementDragPointerUp)
window.removeEventListener('keydown', onKeyDown)
}
}, [movingWindowNode, exitMoveMode])
+54
View File
@@ -0,0 +1,54 @@
'use client'
import { EDITOR_LAYER } from '@pascal-app/editor'
import { buildWindowPreviewMesh } from '@pascal-app/viewer'
import { useEffect, useMemo } from 'react'
import { applyGhost } from '../shared/ghost-materials'
import type { WindowNode } from './schema'
/**
* Translucent preview of a window — used by the placement tool's floating ghost.
*
* Builds the window mesh via buildWindowPreviewMesh (so the preview shape stays in
* lockstep with committed windows), then applies ghost treatment (translucent,
* raycast-off, tinted red if invalid).
*
* The root mesh's layer is set to EDITOR_LAYER because the invisible hitbox
* material on SCENE_LAYER would poison the WebGPU MRT pass (project gotcha).
*/
const WindowPreview = ({ node, invalid }: { node: WindowNode; invalid?: boolean }) => {
const mesh = useMemo(() => {
const m = buildWindowPreviewMesh(node)
m.layers.set(EDITOR_LAYER)
return m
}, [
node.width,
node.height,
node.frameDepth,
node.openingShape,
node.windowType,
node.sill,
node.sillDepth,
node.sillThickness,
])
// Ghost treatment (clone + tint + raycast-off) re-applies if `invalid`
// flips; its cleanup only disposes the clones it made.
useEffect(() => applyGhost(mesh, { invalid }), [mesh, invalid])
// Geometry is freshly built per `mesh` and owned here — dispose it only
// when the mesh itself is replaced/unmounted, never on an `invalid` toggle.
useEffect(
() => () => {
mesh.traverse((obj) => {
const m = obj as { geometry?: { dispose: () => void } }
m.geometry?.dispose()
})
},
[mesh],
)
return <primitive object={mesh} />
}
export default WindowPreview
+289 -241
View File
@@ -10,6 +10,7 @@ import {
spatialGridManager,
useScene,
type WallEvent,
type WallNode,
WindowNode,
} from '@pascal-app/core'
import {
@@ -23,7 +24,7 @@ import {
useAlignmentGuides,
} from '@pascal-app/editor'
import { useViewer } from '@pascal-app/viewer'
import { useEffect, useRef } from 'react'
import { useEffect, useMemo, useRef, useState } from 'react'
import { BoxGeometry, EdgesGeometry, type Group, type LineSegments, Vector3 } from 'three'
import { LineBasicNodeMaterial } from 'three/webgpu'
import {
@@ -33,6 +34,7 @@ import {
worldToSelectedBuildingLocal,
} from '../shared/roof-wall-opening-placement'
import { resolveWallSlideAlignment } from '../shared/wall-opening-alignment'
import WindowPreview from './preview'
import { clampToWall, hasWallChildOverlap, wallLocalToWorld } from './window-math'
// Shared edge material — reuse across renders, just toggle color
@@ -46,33 +48,65 @@ const edgeMaterial = new LineBasicNodeMaterial({
const FALLBACK_WIDTH = 1.5
const FALLBACK_HEIGHT = 1.5
const FALLBACK_SILL_LIFT = 0.45
// Default sill centre for a window snapped from the floor (the floor cursor
// carries no wall-face height). 0.9 m sill + half the 1.5 m default height.
const DEFAULT_SILL_CENTER_Y = 0.9 + FALLBACK_HEIGHT / 2
const roofFallbackPoint = new Vector3()
// What currently owns the cursor frame: a wall/roof mesh hover, or null when
// the cursor is over open floor (the grid handler then free-follows).
type HostKind = 'wall' | 'roof' | null
/**
* Window tool — places WindowNodes on walls and on roof-segment wall
* faces (the generated base walls under a roof, including coplanar gable
* ends — a window can sit in the gable pediment).
* Shows a rectangle cursor (green = valid, red = invalid) matching window dimensions.
*
* The ghost follows the cursor everywhere (like moving an item): over open
* floor it floats as an invalid (unplaceable) ghost; the moment the cursor ray
* hovers a wall (or roof-segment face) the real draft snaps onto it. Snapping
* engages only on an actual mesh hover — no proximity magnet.
*/
const WindowTool: React.FC = () => {
const draftRef = useRef<WindowNode | null>(null)
const cursorGroupRef = useRef<Group>(null!)
const edgesRef = useRef<LineSegments>(null!)
// Off-host floating ghost: the real window geometry follows the cursor
// over the grid (tinted invalid). Mutually exclusive with the on-host draft.
const [fallbackPose, setFallbackPose] = useState<{
position: [number, number, number]
rotationY: number
} | null>(null)
const ghostStub = useMemo(
() => WindowNode.parse({ position: [0, 0, 0], rotation: [0, 0, 0] }),
[],
)
useEffect(() => {
useScene.temporal.getState().pause()
let hostKind: HostKind = null
// timeStamp of the most recent wall/roof mesh event. A wall/roof hover and
// the grid raycast from the SAME pointermove share the source DOM event's
// timeStamp, so the grid handler can detect "a mesh handler already owns
// this frame" without depending on event order or on a leave firing (node
// events are suppressed during a camera drag, so a sticky boolean would
// strand the draft after an orbit; a per-frame timestamp self-heals).
let lastMeshEventTime = -1
// R flips the window's facing side mid-placement (front ↔ back); re-applied
// to the last wall hover so the flip shows live before commit.
let sideFlip = false
let lastWallEvent: WallEvent | null = null
const getLevelId = () => useViewer.getState().selection.levelId
const getLevelYOffset = () => {
const id = getLevelId()
return id ? (sceneRegistry.nodes.get(id as AnyNodeId)?.position.y ?? 0) : 0
}
const getSlabElevation = (wallEvent: WallEvent) =>
spatialGridManager.getSlabElevationForWall(
wallEvent.node.parentId ?? '',
wallEvent.node.start,
wallEvent.node.end,
)
const getSlabElevationForWall = (wall: WallNode) =>
spatialGridManager.getSlabElevationForWall(wall.parentId ?? '', wall.start, wall.end)
const markHostDirty = (hostId: string) => {
useScene.getState().dirtyNodes.add(hostId as AnyNodeId)
@@ -90,6 +124,7 @@ const WindowTool: React.FC = () => {
const hideCursor = () => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
useAlignmentGuides.getState().clear()
setFallbackPose(null)
}
// Alignment candidates — anchors of every alignable object; refreshed
@@ -97,11 +132,15 @@ const WindowTool: React.FC = () => {
// (along-wall only; the floor-plane guides don't cover sill height).
let alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
// On-host cursor: the green/red wireframe outline tracks a live draft.
// Showing it always clears the off-host floating ghost (they never
// coexist — a draft means the cursor is on a valid host).
const updateCursor = (
worldPosition: [number, number, number],
cursorRotationY: number,
valid: boolean,
) => {
setFallbackPose(null)
const group = cursorGroupRef.current
if (!group) return
group.visible = true
@@ -110,276 +149,166 @@ const WindowTool: React.FC = () => {
edgeMaterial.color.setHex(valid ? 0x22_c5_5e : 0xef_44_44)
}
const showFallbackCursor = (event: GridEvent) => {
if (draftRef.current) return
const [x, y, z] = event.localPosition
updateCursor([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
// Off-host fallback: hide the wireframe outline and float the real window
// geometry (tinted invalid) at the cursor so the armed tool is visible.
const showGhostAt = (position: [number, number, number]) => {
if (cursorGroupRef.current) cursorGroupRef.current.visible = false
setFallbackPose({ position, rotationY: 0 })
useAlignmentGuides.getState().clear()
}
const showRoofFallbackCursor = (event: RoofEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
useAlignmentGuides.getState().clear()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
}
const showWallFallbackCursor = (event: WallEvent) => {
const [x, , z] = worldToSelectedBuildingLocal(roofFallbackPoint.set(...event.position))
updateCursor([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z], 0, false)
useAlignmentGuides.getState().clear()
showGhostAt([x, getLevelYOffset() + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
}
const onWallEnter = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (isCurvedWall(event.node)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
const levelId = getLevelId()
if (!levelId) {
destroyDraft()
showWallFallbackCursor(event)
return
}
// Only interact with walls on the current level
if (event.node.parentId !== levelId) {
destroyDraft()
showWallFallbackCursor(event)
return
}
destroyDraft()
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
const width = 1.5
const height = 1.5
// Settle a wall target: alignment snap → sill clamp → overlap check.
const resolveWallPlacement = (
wall: WallNode,
rawLocalX: number,
rawLocalY: number,
width: number,
height: number,
bypass: boolean,
bypassSnap: boolean,
ignoreId?: string,
) => {
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
wallNode: wall,
rawLocalX,
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
bypass,
bypassSnap,
})
const localY =
event.nativeEvent?.shiftKey === true
? event.localPosition[1]
: snapToHalf(event.localPosition[1])
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
const node = WindowNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
const valid = !hasWallChildOverlap(event.node.id, clampedX, clampedY, width, height, node.id)
updateCursor(
wallLocalToWorld(
event.node,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
),
cursorRotation,
valid,
)
event.stopPropagation()
const localY = bypassSnap ? rawLocalY : snapToHalf(rawLocalY)
const { clampedX, clampedY } = clampToWall(wall, localX, localY, width, height)
const valid = !hasWallChildOverlap(wall.id, clampedX, clampedY, width, height, ignoreId)
return { clampedX, clampedY, valid }
}
const onWallMove = (event: WallEvent) => {
if (!isValidWallSideFace(event.normal)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
if (isCurvedWall(event.node)) {
destroyDraft()
showWallFallbackCursor(event)
return
}
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) {
destroyDraft()
showWallFallbackCursor(event)
return
}
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const cursorRotation = calculateCursorRotation(event.normal, event.node.start, event.node.end)
// Shared create/update path for the wall draft — used by the direct
// wall-mesh hover and the floor proximity snap. Reuses the existing draft
// (reparenting only on an actual wall change to avoid churning the host's
// children array, which flashes 0-vertex wall geometry in WebGPU).
const applyWallTarget = (args: {
wall: WallNode
rawLocalX: number
rawLocalY: number
side: 'front' | 'back'
itemRotation: number
cursorRotationY: number
bypass: boolean
bypassSnap: boolean
}) => {
const {
wall,
rawLocalX,
rawLocalY,
side,
itemRotation,
cursorRotationY,
bypass,
bypassSnap,
} = args
const width = draftRef.current?.width ?? 1.5
const height = draftRef.current?.height ?? 1.5
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const localY =
event.nativeEvent?.shiftKey === true
? event.localPosition[1]
: snapToHalf(event.localPosition[1])
const { clampedX, clampedY } = clampToWall(event.node, localX, localY, width, height)
// Draft may be null after a successful placement (the click handler
// deletes it and relies on the wall rebuild → pointer-enter cascade to
// recreate it). Recreate it here on the first subsequent move so the
// preview is ready for the next click without requiring a leave/enter.
if (!draftRef.current) {
const levelId = getLevelId()
if (levelId && event.node.parentId === levelId) {
const node = WindowNode.parse({
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
draftRef.current = node
}
const node = WindowNode.parse({
position: [0, DEFAULT_SILL_CENTER_Y, 0],
rotation: [0, itemRotation, 0],
side,
wallId: wall.id,
parentId: wall.id,
metadata: { isTransient: true },
})
useScene.getState().createNode(node, wall.id as AnyNodeId)
draftRef.current = node
}
if (draftRef.current) {
// Update the scene store on every move so the 2D floor plan
// stays in sync (it re-renders from `node.position`). Only
// forward `parentId` / `wallId` when the wall actually changed
// — otherwise the reparent path churns the host wall's
// `children` array every tick, which re-renders the wall and
// briefly draws its 0-vertex placeholder geometry (WebGPU then
// flags "Vertex buffer slot 0 ... was not set").
const isSameWall = event.node.id === draftRef.current.parentId
if (isSameWall) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
})
markHostDirty(event.node.id)
} else {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: event.node.id,
wallId: event.node.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
}
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
const { clampedX, clampedY, valid } = resolveWallPlacement(
wall,
rawLocalX,
rawLocalY,
width,
height,
draftRef.current?.id,
bypass,
bypassSnap,
draftRef.current.id,
)
if (wall.id === draftRef.current.parentId) {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
})
markHostDirty(wall.id)
} else {
useScene.getState().updateNode(draftRef.current.id, {
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
parentId: wall.id,
wallId: wall.id,
// The draft may arrive from a roof-segment face hover.
roofSegmentId: undefined,
roofFace: undefined,
})
}
updateCursor(
wallLocalToWorld(
event.node,
wall,
clampedX,
clampedY,
getLevelYOffset(),
getSlabElevation(event),
getSlabElevationForWall(wall),
),
cursorRotation,
cursorRotationY,
valid,
)
event.stopPropagation()
return { clampedX, clampedY, valid }
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (!isValidWallSideFace(event.normal)) return
if (isCurvedWall(event.node)) return
// Only interact with walls on the current level
if (event.node.parentId !== getLevelId()) return
const side = getSideFromNormal(event.normal)
const itemRotation = calculateItemRotation(event.normal)
const localX = resolveWallSlideAlignment({
wallNode: event.node,
rawLocalX: event.localPosition[0],
width: draftRef.current.width,
candidates: alignmentCandidates,
bypass: event.nativeEvent?.altKey === true || event.nativeEvent?.shiftKey === true,
bypassSnap: event.nativeEvent?.shiftKey === true,
})
const localY =
event.nativeEvent?.shiftKey === true
? event.localPosition[1]
: snapToHalf(event.localPosition[1])
const { clampedX, clampedY } = clampToWall(
event.node,
localX,
localY,
draftRef.current.width,
draftRef.current.height,
)
const valid = !hasWallChildOverlap(
event.node.id,
clampedX,
clampedY,
draftRef.current.width,
draftRef.current.height,
draftRef.current.id,
)
if (!valid) return
// Promote the draft into a permanent window. Shared by the wall-mesh click
// and the floor proximity click.
const commitWindowAtWall = (
wall: WallNode,
clampedX: number,
clampedY: number,
side: 'front' | 'back',
itemRotation: number,
) => {
const draft = draftRef.current
if (!draft) return
draftRef.current = null
hostKind = null
// Delete transient draft (paused, invisible to undo)
useScene.getState().deleteNode(draft.id)
// Resume → create permanent node (single undoable action)
useScene.temporal.getState().resume()
const levelId = getLevelId()
const state = useScene.getState()
const windowCount = Object.values(state.nodes).filter((n) => {
if (n.type !== 'window') return false
const wall = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return wall?.parentId === levelId
const w = n.parentId ? state.nodes[n.parentId as AnyNodeId] : undefined
return w?.parentId === levelId
}).length
const name = `Window ${windowCount + 1}`
const node = WindowNode.parse({
name,
name: `Window ${windowCount + 1}`,
position: [clampedX, clampedY, 0],
rotation: [0, itemRotation, 0],
side,
wallId: event.node.id,
parentId: event.node.id,
wallId: wall.id,
parentId: wall.id,
width: draft.width,
height: draft.height,
windowType: draft.windowType,
@@ -398,19 +327,109 @@ const WindowTool: React.FC = () => {
sillThickness: draft.sillThickness,
})
useScene.getState().createNode(node, event.node.id as AnyNodeId)
useScene.getState().createNode(node, wall.id as AnyNodeId)
useViewer.getState().setSelection({ selectedIds: [node.id] })
useScene.temporal.getState().pause()
triggerSFX('sfx:structure-build')
alignmentCandidates = collectAlignmentAnchors(useScene.getState().nodes, '')
useAlignmentGuides.getState().clear()
}
// ── Direct wall-mesh hover ──────────────────────────────────────
const onWallHover = (event: WallEvent) => {
hostKind = 'wall'
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
if (
!isValidWallSideFace(event.normal) ||
isCurvedWall(event.node) ||
event.node.parentId !== getLevelId()
) {
destroyDraft()
showWallFallbackCursor(event)
return
}
lastWallEvent = event
const faceSide = getSideFromNormal(event.normal)
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
const flipOffset = sideFlip ? Math.PI : 0
const itemRotation = calculateItemRotation(event.normal) + flipOffset
const cursorRotation =
calculateCursorRotation(event.normal, event.node.start, event.node.end) + flipOffset
const bypassSnap = event.nativeEvent?.shiftKey === true
const bypass = event.nativeEvent?.altKey === true || bypassSnap
applyWallTarget({
wall: event.node,
rawLocalX: event.localPosition[0],
rawLocalY: event.localPosition[1],
side,
itemRotation,
cursorRotationY: cursorRotation,
bypass,
bypassSnap,
})
event.stopPropagation()
}
const onWallClick = (event: WallEvent) => {
if (!draftRef.current) return
if (
!isValidWallSideFace(event.normal) ||
isCurvedWall(event.node) ||
event.node.parentId !== getLevelId()
) {
return
}
const faceSide = getSideFromNormal(event.normal)
const side = sideFlip ? (faceSide === 'front' ? 'back' : 'front') : faceSide
const itemRotation = calculateItemRotation(event.normal) + (sideFlip ? Math.PI : 0)
const bypassSnap = event.nativeEvent?.shiftKey === true
const bypass = event.nativeEvent?.altKey === true || bypassSnap
const { clampedX, clampedY, valid } = resolveWallPlacement(
event.node,
event.localPosition[0],
event.localPosition[1],
draftRef.current.width,
draftRef.current.height,
bypass,
bypassSnap,
draftRef.current.id,
)
if (!valid) return
commitWindowAtWall(event.node, clampedX, clampedY, side, itemRotation)
event.stopPropagation()
}
const onWallLeave = () => {
if (hostKind !== 'wall') return
lastWallEvent = null
destroyDraft()
hideCursor()
hostKind = null
}
// ── Floor free-follow ───────────────────────────────────────────
// Over open floor the ghost follows the cursor like a moving item. It does
// NOT snap from proximity — snapping engages only when the cursor ray
// actually hovers a wall (onWallHover) or roof face (onRoofHover).
const onGridFreeFollow = (event: GridEvent) => {
if (useViewer.getState().cameraDragging) return
// A wall/roof mesh handler processed this exact pointermove (R3F + the
// grid raycast share the source DOM event's timeStamp) — it owns the
// frame and has snapped the draft, so skip the floor follow this tick.
const ts = event.nativeEvent?.timeStamp ?? -1
if (ts === lastMeshEventTime) return
// Fresh floor-only frame: the cursor is off any wall/roof. Drop any draft
// and free-follow the cursor with the invalid (unplaceable) ghost.
hostKind = null
lastWallEvent = null
const [x, y, z] = event.localPosition
destroyDraft()
showGhostAt([x, y + FALLBACK_HEIGHT / 2 + FALLBACK_SILL_LIFT, z])
}
// ── Roof-segment wall faces ─────────────────────────────────────
@@ -437,6 +456,8 @@ const WindowTool: React.FC = () => {
}
const onRoofHover = (event: RoofEvent) => {
hostKind = 'roof'
lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
const target = resolveRoofTarget(event)
if (!target) {
// On the roof but not over a placeable wall face (slope, soffit,
@@ -479,6 +500,7 @@ const WindowTool: React.FC = () => {
const draft = draftRef.current
draftRef.current = null
hostKind = null
useScene.getState().deleteNode(draft.id)
useScene.temporal.getState().resume()
@@ -525,42 +547,61 @@ const WindowTool: React.FC = () => {
}
const onRoofLeave = () => {
if (!draftRef.current?.roofSegmentId) return
if (hostKind !== 'roof') return
destroyDraft()
hideCursor()
hostKind = null
}
const onCancel = () => {
destroyDraft()
hideCursor()
hostKind = null
}
emitter.on('wall:enter', onWallEnter)
emitter.on('wall:move', onWallMove)
// R flips the window's facing side mid-placement (front ↔ back), like the
// committed-selected R flip. Only meaningful while snapped to a wall (the
// off-wall ghost has no orientation), so it acts only then — re-applying
// the last wall hover so the snapped preview flips live.
const onKeyDown = (e: KeyboardEvent) => {
if (e.key !== 'r' && e.key !== 'R') return
if (!lastWallEvent) return
const t = e.target as HTMLElement | null
if (t && (t.tagName === 'INPUT' || t.tagName === 'TEXTAREA' || t.isContentEditable)) return
e.preventDefault()
sideFlip = !sideFlip
triggerSFX('sfx:item-rotate')
onWallHover(lastWallEvent)
}
emitter.on('wall:enter', onWallHover)
emitter.on('wall:move', onWallHover)
emitter.on('wall:click', onWallClick)
emitter.on('wall:leave', onWallLeave)
emitter.on('roof:enter', onRoofHover)
emitter.on('roof:move', onRoofHover)
emitter.on('roof:click', onRoofClick)
emitter.on('roof:leave', onRoofLeave)
emitter.on('grid:move', showFallbackCursor)
emitter.on('grid:move', onGridFreeFollow)
emitter.on('tool:cancel', onCancel)
window.addEventListener('keydown', onKeyDown)
return () => {
destroyDraft()
hideCursor()
useAlignmentGuides.getState().clear()
useScene.temporal.getState().resume()
emitter.off('wall:enter', onWallEnter)
emitter.off('wall:move', onWallMove)
emitter.off('wall:enter', onWallHover)
emitter.off('wall:move', onWallHover)
emitter.off('wall:click', onWallClick)
emitter.off('wall:leave', onWallLeave)
emitter.off('roof:enter', onRoofHover)
emitter.off('roof:move', onRoofHover)
emitter.off('roof:click', onRoofClick)
emitter.off('roof:leave', onRoofLeave)
emitter.off('grid:move', showFallbackCursor)
emitter.off('grid:move', onGridFreeFollow)
emitter.off('tool:cancel', onCancel)
window.removeEventListener('keydown', onKeyDown)
}
}, [])
@@ -570,14 +611,21 @@ const WindowTool: React.FC = () => {
boxGeo.dispose()
return (
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
<>
<group ref={cursorGroupRef} visible={false}>
<lineSegments
geometry={edgesGeo}
layers={EDITOR_LAYER}
material={edgeMaterial}
ref={edgesRef}
/>
</group>
{fallbackPose && (
<group position={fallbackPose.position} rotation-y={fallbackPose.rotationY}>
<WindowPreview invalid node={ghostStub} />
</group>
)}
</>
)
}