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:
co-authored by
Claude Opus 4.8
parent
aafb238545
commit
1628b728fa
@@ -3,6 +3,7 @@ import {
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collectAlignmentAnchors,
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DoorNode,
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emitter,
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type GridEvent,
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isCurvedWall,
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type RoofEvent,
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type RoofNode,
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@@ -82,6 +83,18 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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let currentHostId: string | null = movingDoorNode.parentId
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let dragAnchor: { wallId: string; rawX: number; startX: number } | null = null
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let committed = false
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// Off-wall free-follow: when the cursor is over empty floor (no wall under
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// the ray) the door is parented to the level and tracks the cursor like an
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// item node. `freeFollowing` distinguishes that state so the placement
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// commit no-ops in open space (a door needs a wall). `lastMeshEventTime`
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// defers the floor handler whenever a wall/roof mesh event owns the same
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// pointermove (shared DOM timeStamp) — that's the only thing that snaps.
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let freeFollowing = false
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let lastMeshEventTime = -1
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// The door's chosen facing side. R flips it mid-placement (front ↔ back,
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// same as the committed-selected R flip) so the user can reorient before
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// committing. Initialised from the moving node's side.
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let sideOverride: DoorNode['side'] = movingDoorNode.side
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let lastTarget: {
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wallNode: WallEvent['node']
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wallId: string
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@@ -149,7 +162,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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const getPlacementOrientation = (event: WallEvent) => {
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const faceSide = getSideFromNormal(event.normal)
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const side = movingDoorNode.side ?? faceSide
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const side = sideOverride ?? faceSide
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const rotationOffset = side !== faceSide ? Math.PI : 0
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return {
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side,
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@@ -256,11 +269,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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}
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const onWallEnter = (event: WallEvent) => {
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lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
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const target = resolveMoveTarget(event)
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if (!target) {
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onWallLeave()
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return
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}
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freeFollowing = false
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lastTarget = target
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lastRoofEvent = null
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applyPreview(target)
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@@ -268,6 +283,7 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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}
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const onWallMove = (event: WallEvent) => {
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lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
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if (!isValidWallSideFace(event.normal)) {
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onWallLeave()
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return
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@@ -286,20 +302,17 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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onWallLeave()
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return
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}
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freeFollowing = false
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lastTarget = target
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lastRoofEvent = null
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applyPreview(target)
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event.stopPropagation()
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}
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const onWallClick = (event: WallEvent) => {
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// Promote the moving door into its committed wall placement. Shared by the
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// direct wall-mesh click and the floor proximity click.
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const commitToWall = (target: NonNullable<typeof lastTarget>) => {
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if (committed) return
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if (!isValidWallSideFace(event.normal)) return
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if (isCurvedWall(event.node)) return
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if (event.node.parentId !== getLevelId()) return
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const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
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if (!target?.valid) return
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committed = true
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let placedId: string
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@@ -360,30 +373,84 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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hideCursor()
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useViewer.getState().setSelection({ selectedIds: [placedId] })
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exitMoveMode()
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}
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const onWallClick = (event: WallEvent) => {
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if (committed) return
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if (!isValidWallSideFace(event.normal)) return
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if (isCurvedWall(event.node)) return
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if (event.node.parentId !== getLevelId()) return
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const target = lastTarget?.wallId === event.node.id ? lastTarget : resolveMoveTarget(event)
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if (!target?.valid) return
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commitToWall(target)
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event.stopPropagation()
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}
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const onWallLeave = () => {
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// The cursor left the wall mesh. Don't snap back to the origin/original
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// here — the floor proximity handler (onGridMove) takes over on the same
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// pointermove: it either snaps to a nearby wall or free-follows the
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// cursor. The wireframe outline + live transform are cleared so the
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// free-follow path can re-establish them. Reverting the node is left to
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// onGridMove's free-follow / cancel / commit, so the door never blinks
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// back to the building origin between a wall and open floor.
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hideCursor()
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useLiveTransforms.getState().clear(movingDoorNode.id)
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dragAnchor = null
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lastTarget = null
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lastRoofEvent = null
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if (isNew) return
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if (currentHostId && currentHostId !== original.parentId) {
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markHostDirty(currentHostId)
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}
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// Free-follow: the door rides the cursor over empty floor, parented to the
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// level like an item node (lifted so it stands on the floor). No wall to
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// attach to, so it is not committable here.
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const freeFollowAt = (localX: number, localZ: number) => {
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freeFollowing = true
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lastTarget = null
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lastRoofEvent = null
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hideCursor()
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useLiveTransforms.getState().clear(movingDoorNode.id)
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const levelId = getLevelId()
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const y = movingDoorNode.height / 2
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// Keep the R-flip visible while free-following: face the chosen side
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// (back = rotated π) instead of forcing 0, so an R press isn't undone on
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// the next mousemove.
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const yaw = sideOverride === 'back' ? Math.PI : 0
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if (currentHostId !== levelId) {
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if (currentHostId && currentHostId !== levelId) markHostDirty(currentHostId)
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useScene.getState().updateNode(movingDoorNode.id, {
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position: [localX, y, localZ],
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rotation: [0, yaw, 0],
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side: sideOverride,
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parentId: levelId ?? undefined,
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wallId: undefined,
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roofSegmentId: undefined,
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roofFace: undefined,
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})
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currentHostId = levelId
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} else {
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useScene.getState().updateNode(movingDoorNode.id, {
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position: [localX, y, localZ],
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rotation: [0, yaw, 0],
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side: sideOverride,
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})
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}
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currentHostId = original.parentId
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useScene.getState().updateNode(movingDoorNode.id, {
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position: original.position,
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rotation: original.rotation,
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side: original.side,
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parentId: original.parentId,
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wallId: original.wallId,
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roofSegmentId: original.roofSegmentId,
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roofFace: original.roofFace,
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})
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if (original.parentId) markHostDirty(original.parentId)
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}
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const onGridMove = (event: GridEvent) => {
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if (committed) return
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if (useViewer.getState().cameraDragging) return
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// A wall/roof mesh handler owns this exact pointermove (shared DOM
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// timeStamp): the cursor ray is on a wall/roof, so it snaps. Otherwise
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// the cursor is over open floor — free-follow it.
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if (event.nativeEvent?.timeStamp === lastMeshEventTime) return
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// No proximity magnet: in 3D the wall side faces are big raycast targets,
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// so snapping engages only when the cursor ray actually hovers a wall
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// (`onWallMove`). Over open floor the door just follows the cursor.
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const [x, , z] = event.localPosition
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freeFollowAt(x, z)
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}
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// ── Roof-segment wall faces ─────────────────────────────────────
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@@ -406,12 +473,14 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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}
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const onRoofHover = (event: RoofEvent) => {
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lastMeshEventTime = event.nativeEvent?.timeStamp ?? -1
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const target = resolveRoofMoveTarget(event)
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if (!target) {
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onRoofLeave()
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return
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}
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// Wall-frame drag anchor / live transform don't apply on a roof face.
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freeFollowing = false
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dragAnchor = null
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lastTarget = null
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lastRoofEvent = event
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@@ -509,26 +578,13 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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}
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const onRoofLeave = () => {
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// Mirror onWallLeave: don't revert to origin here — onGridMove takes
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// over on the same pointermove (snap to a nearby wall or free-follow).
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hideCursor()
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useLiveTransforms.getState().clear(movingDoorNode.id)
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dragAnchor = null
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lastTarget = null
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lastRoofEvent = null
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if (isNew) return
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if (currentHostId && currentHostId !== original.parentId) {
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markHostDirty(currentHostId)
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}
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currentHostId = original.parentId
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useScene.getState().updateNode(movingDoorNode.id, {
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position: original.position,
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rotation: original.rotation,
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side: original.side,
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parentId: original.parentId,
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wallId: original.wallId,
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roofSegmentId: original.roofSegmentId,
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roofFace: original.roofFace,
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})
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if (original.parentId) markHostDirty(original.parentId)
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}
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const onCancel = () => {
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@@ -556,13 +612,53 @@ const MoveDoorTool: React.FC<{ node: DoorNode }> = ({ node: movingDoorNode }) =>
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const onPlacementDragPointerUp = (event: PointerEvent) => {
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if (!consumePlacementDragRelease(event)) return
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if (lastTarget) {
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onWallClick(lastTarget.event)
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// Free-following over open floor can't commit (no wall). A wall hover
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// target commits via commitToWall; a roof face via onRoofClick.
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if (lastTarget?.valid && !freeFollowing) {
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commitToWall(lastTarget)
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return
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}
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if (lastRoofEvent) onRoofClick(lastRoofEvent)
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}
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// R flips the door's facing side mid-placement (front ↔ back), like the
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// committed-selected R flip — usable before commit, whether snapped to a
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// wall or free-following. Re-applies the preview so the flip shows live.
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// No-op on a roof-segment face (those host front-only; nothing to flip).
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const onKeyDown = (e: KeyboardEvent) => {
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if (committed) return
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if (e.key !== 'r' && e.key !== 'R') return
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const target = e.target as HTMLElement | null
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if (
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target &&
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(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])
|
||||
|
||||
|
||||
Reference in New Issue
Block a user